diff options
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 686 |
1 files changed, 686 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl new file mode 100644 index 0000000000..3dee2faa88 --- /dev/null +++ b/drivers/gles2/shaders/canvas.glsl @@ -0,0 +1,686 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +uniform highp mat4 projection_matrix; +/* clang-format on */ + +#include "stdlib.glsl" + +uniform highp mat4 modelview_matrix; +uniform highp mat4 extra_matrix; +attribute highp vec2 vertex; // attrib:0 + +#ifdef USE_ATTRIB_LIGHT_ANGLE +// shared with tangent, not used in canvas shader +attribute highp float light_angle; // attrib:2 +#endif + +attribute vec4 color_attrib; // attrib:3 +attribute vec2 uv_attrib; // attrib:4 + +#ifdef USE_ATTRIB_MODULATE +attribute highp vec4 modulate_attrib; // attrib:5 +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX +// shared with skeleton attributes, not used in batched shader +attribute highp vec2 translate_attrib; // attrib:6 +attribute highp vec4 basis_attrib; // attrib:7 +#endif + +#ifdef USE_SKELETON +attribute highp vec4 bone_indices; // attrib:6 +attribute highp vec4 bone_weights; // attrib:7 +#endif + +#ifdef USE_INSTANCING + +attribute highp vec4 instance_xform0; //attrib:8 +attribute highp vec4 instance_xform1; //attrib:9 +attribute highp vec4 instance_xform2; //attrib:10 +attribute highp vec4 instance_color; //attrib:11 + +#ifdef USE_INSTANCE_CUSTOM +attribute highp vec4 instance_custom_data; //attrib:12 +#endif + +#endif + +#ifdef USE_SKELETON +uniform highp sampler2D skeleton_texture; // texunit:-3 +uniform highp ivec2 skeleton_texture_size; +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +#endif + +varying vec2 uv_interp; +varying vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +// modulate doesn't need interpolating but we need to send it to the fragment shader +varying vec4 modulate_interp; +#endif + +#ifdef MODULATE_USED +uniform vec4 final_modulate; +#endif + +uniform highp vec2 color_texpixel_size; + +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; + +#endif + +uniform highp float time; + +#ifdef USE_LIGHTING + +// light matrices +uniform highp mat4 light_matrix; +uniform highp mat4 light_matrix_inverse; +uniform highp mat4 light_local_matrix; +uniform highp mat4 shadow_matrix; +uniform highp vec4 light_color; +uniform highp vec4 light_shadow_color; +uniform highp vec2 light_pos; +uniform highp float shadowpixel_size; +uniform highp float shadow_gradient; +uniform highp float light_height; +uniform highp float light_outside_alpha; +uniform highp float shadow_distance_mult; + +varying vec4 light_uv_interp; +varying vec2 transformed_light_uv; +varying vec4 local_rot; + +#ifdef USE_SHADOWS +varying highp vec2 pos; +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +/* clang-format off */ + +VERTEX_SHADER_GLOBALS + +/* clang-format on */ + +vec2 select(vec2 a, vec2 b, bvec2 c) { + vec2 ret; + + ret.x = c.x ? b.x : a.x; + ret.y = c.y ? b.y : a.y; + + return ret; +} + +void main() { + vec4 color = color_attrib; + vec2 uv; + +#ifdef USE_INSTANCING + mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); + color *= instance_color; + +#ifdef USE_INSTANCE_CUSTOM + vec4 instance_custom = instance_custom_data; +#else + vec4 instance_custom = vec4(0.0); +#endif + +#else + mat4 extra_matrix_instance = extra_matrix; + vec4 instance_custom = vec4(0.0); +#endif + +#ifdef USE_TEXTURE_RECT + + if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z + uv = src_rect.xy + abs(src_rect.zw) * vertex.yx; + } else { + uv = src_rect.xy + abs(src_rect.zw) * vertex; + } + + vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); + + // This is what is done in the GLES 3 bindings and should + // take care of flipped rects. + // + // But it doesn't. + // I don't know why, will need to investigate further. + + outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); + + // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; +#else + vec4 outvec = vec4(vertex.xy, 0.0, 1.0); + + uv = uv_attrib; +#endif + + float point_size = 1.0; + + { + vec2 src_vtx = outvec.xy; + /* clang-format off */ + +VERTEX_SHADER_CODE + + /* clang-format on */ + } + + gl_PointSize = point_size; + +#ifdef USE_ATTRIB_MODULATE + // modulate doesn't need interpolating but we need to send it to the fragment shader + modulate_interp = modulate_attrib; +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX + // transform is in attributes + vec2 temp; + + temp = outvec.xy; + temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z); + temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w); + + temp += translate_attrib; + outvec.xy = temp; + +#else + + // transform is in uniforms +#if !defined(SKIP_TRANSFORM_USED) + outvec = extra_matrix_instance * outvec; + outvec = modelview_matrix * outvec; +#endif + +#endif // not large integer + + color_interp = color; + +#ifdef USE_PIXEL_SNAP + outvec.xy = floor(outvec + 0.5).xy; + // precision issue on some hardware creates artifacts within texture + // offset uv by a small amount to avoid + uv += 1e-5; +#endif + +#ifdef USE_SKELETON + + // look up transform from the "pose texture" + if (bone_weights != vec4(0.0)) { + highp mat4 bone_transform = mat4(0.0); + + for (int i = 0; i < 4; i++) { + ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0); + + highp mat4 b = mat4( + texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)), + texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 1.0)); + + bone_transform += b * bone_weights[i]; + } + + mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse; + + outvec = bone_matrix * outvec; + } + +#endif + + uv_interp = uv; + gl_Position = projection_matrix * outvec; + +#ifdef USE_LIGHTING + + light_uv_interp.xy = (light_matrix * outvec).xy; + light_uv_interp.zw = (light_local_matrix * outvec).xy; + + transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping + +#ifdef USE_SHADOWS + pos = outvec.xy; +#endif + +#ifdef USE_ATTRIB_LIGHT_ANGLE + // we add a fixed offset because we are using the sign later, + // and don't want floating point error around 0.0 + float la = abs(light_angle) - 1.0; + + // vector light angle + vec4 vla; + vla.xy = vec2(cos(la), sin(la)); + vla.zw = vec2(-vla.y, vla.x); + + // vertical flip encoded in the sign + vla.zw *= sign(light_angle); + + // apply the transform matrix. + // The rotate will be encoded in the transform matrix for single rects, + // and just the flips in the light angle. + // For batching we will encode the rotation and the flips + // in the light angle, and can use the same shader. + local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy); +#else + local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy); +#ifdef USE_TEXTURE_RECT + local_rot.xy *= sign(src_rect.z); + local_rot.zw *= sign(src_rect.w); +#endif +#endif // not using light angle + +#endif +} + +/* clang-format off */ +[fragment] + +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. +#ifndef USE_GLES_OVER_GL +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif +#endif // !USE_GLES_OVER_GL + +#ifdef GL_ARB_shader_texture_lod +#extension GL_ARB_shader_texture_lod : enable +#endif + +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) +#define texture2DLod(img, coord, lod) texture2D(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) +#endif + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else +precision mediump float; +precision mediump int; +#endif +#endif + +#include "stdlib.glsl" + +uniform sampler2D color_texture; // texunit:-1 +/* clang-format on */ +uniform highp vec2 color_texpixel_size; +uniform mediump sampler2D normal_texture; // texunit:-2 + +varying mediump vec2 uv_interp; +varying mediump vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +varying mediump vec4 modulate_interp; +#endif + +uniform highp float time; + +uniform vec4 final_modulate; + +#ifdef SCREEN_TEXTURE_USED + +uniform sampler2D screen_texture; // texunit:-4 + +#endif + +#ifdef SCREEN_UV_USED + +uniform vec2 screen_pixel_size; + +#endif + +#ifdef USE_LIGHTING + +uniform highp mat4 light_matrix; +uniform highp mat4 light_local_matrix; +uniform highp mat4 shadow_matrix; +uniform highp vec4 light_color; +uniform highp vec4 light_shadow_color; +uniform highp vec2 light_pos; +uniform highp float shadowpixel_size; +uniform highp float shadow_gradient; +uniform highp float light_height; +uniform highp float light_outside_alpha; +uniform highp float shadow_distance_mult; + +uniform lowp sampler2D light_texture; // texunit:-6 +varying vec4 light_uv_interp; +varying vec2 transformed_light_uv; + +varying vec4 local_rot; + +#ifdef USE_SHADOWS + +uniform highp sampler2D shadow_texture; // texunit:-5 +varying highp vec2 pos; + +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +uniform bool use_default_normal; + +/* clang-format off */ + +FRAGMENT_SHADER_GLOBALS + +/* clang-format on */ + +void light_compute( + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + inout vec2 shadow_vec, + vec3 normal, + vec2 uv, +#if defined(SCREEN_UV_USED) + vec2 screen_uv, +#endif + vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + + /* clang-format off */ + +LIGHT_SHADER_CODE + + /* clang-format on */ + +#endif +} + +void main() { + vec4 color = color_interp; + vec2 uv = uv_interp; +#ifdef USE_FORCE_REPEAT + //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it + uv = mod(uv, vec2(1.0, 1.0)); +#endif + +#if !defined(COLOR_USED) + //default behavior, texture by color + color *= texture2D(color_texture, uv); +#endif + +#ifdef SCREEN_UV_USED + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; +#endif + + vec3 normal; + +#if defined(NORMAL_USED) + + bool normal_used = true; +#else + bool normal_used = false; +#endif + + if (use_default_normal) { + normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0; + normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + normal_used = true; + } else { + normal = vec3(0.0, 0.0, 1.0); + } + + { + float normal_depth = 1.0; + +#if defined(NORMALMAP_USED) + vec3 normal_map = vec3(0.0, 0.0, 1.0); + normal_used = true; +#endif + + /* clang-format off */ + +FRAGMENT_SHADER_CODE + + /* clang-format on */ + +#if defined(NORMALMAP_USED) + normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); +#endif + } + +#ifdef USE_ATTRIB_MODULATE + color *= modulate_interp; +#else +#if !defined(MODULATE_USED) + color *= final_modulate; +#endif +#endif + +#ifdef USE_LIGHTING + + vec2 light_vec = transformed_light_uv; + vec2 shadow_vec = transformed_light_uv; + + if (normal_used) { + normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; + } + + float att = 1.0; + + vec2 light_uv = light_uv_interp.xy; + vec4 light = texture2D(light_texture, light_uv); + + if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) { + color.a *= light_outside_alpha; //invisible + + } else { + float real_light_height = light_height; + vec4 real_light_color = light_color; + vec4 real_light_shadow_color = light_shadow_color; + +#if defined(USE_LIGHT_SHADER_CODE) + //light is written by the light shader + light_compute( + light, + light_vec, + real_light_height, + real_light_color, + light_uv, + real_light_shadow_color, + shadow_vec, + normal, + uv, +#if defined(SCREEN_UV_USED) + screen_uv, +#endif + color); +#endif + + light *= real_light_color; + + if (normal_used) { + vec3 light_normal = normalize(vec3(light_vec, -real_light_height)); + light *= max(dot(-light_normal, normal), 0.0); + } + + color *= light; + +#ifdef USE_SHADOWS + +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + + float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); + float PI = 3.14159265358979323846264; + /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays + float ang*/ + + float su, sz; + + float abs_angle = abs(angle_to_light); + vec2 point; + float sh; + if (abs_angle < 45.0 * PI / 180.0) { + point = shadow_vec; + sh = 0.0 + (1.0 / 8.0); + } else if (abs_angle > 135.0 * PI / 180.0) { + point = -shadow_vec; + sh = 0.5 + (1.0 / 8.0); + } else if (angle_to_light > 0.0) { + point = vec2(shadow_vec.y, -shadow_vec.x); + sh = 0.25 + (1.0 / 8.0); + } else { + point = vec2(-shadow_vec.y, shadow_vec.x); + sh = 0.75 + (1.0 / 8.0); + } + + highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0); + s.xyz /= s.w; + su = s.x * 0.5 + 0.5; + sz = s.z * 0.5 + 0.5; + //sz=lightlength(light_vec); + + highp float shadow_attenuation = 0.0; + +#ifdef USE_RGBA_SHADOWS +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) + +#else + +#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r) + +#endif + +#ifdef SHADOW_USE_GRADIENT + + /* clang-format off */ + /* GLSL es 100 doesn't support line continuation characters(backslashes) */ +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); } + +#else + +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); } + /* clang-format on */ + +#endif + +#ifdef SHADOW_FILTER_NEAREST + + SHADOW_TEST(su); + +#endif + +#ifdef SHADOW_FILTER_PCF3 + + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + shadow_attenuation /= 3.0; + +#endif + +#ifdef SHADOW_FILTER_PCF5 + + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + shadow_attenuation /= 5.0; + +#endif + +#ifdef SHADOW_FILTER_PCF7 + + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + shadow_attenuation /= 7.0; + +#endif + +#ifdef SHADOW_FILTER_PCF9 + + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + shadow_attenuation /= 9.0; + +#endif + +#ifdef SHADOW_FILTER_PCF13 + + SHADOW_TEST(su + shadowpixel_size * 6.0); + SHADOW_TEST(su + shadowpixel_size * 5.0); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + SHADOW_TEST(su - shadowpixel_size * 5.0); + SHADOW_TEST(su - shadowpixel_size * 6.0); + shadow_attenuation /= 13.0; + +#endif + + //color *= shadow_attenuation; + color = mix(real_light_shadow_color, color, shadow_attenuation); +//use shadows +#endif + } + +//use lighting +#endif + + gl_FragColor = color; +} |