diff options
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 157 |
1 files changed, 136 insertions, 21 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 227a8b7bdd..e6d2569977 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -26,6 +26,7 @@ uniform float time; #ifdef USE_LIGHTING uniform highp mat4 light_matrix; +uniform highp mat4 light_local_matrix; uniform vec2 light_pos; varying vec4 light_uv_interp; @@ -34,6 +35,10 @@ varying vec4 local_rot; uniform vec2 normal_flip; #endif +#ifdef USE_SHADOWS +highp varying vec2 pos; +#endif + #endif #if defined(ENABLE_VAR1_INTERP) @@ -63,6 +68,8 @@ VERTEX_SHADER_CODE outvec = modelview_matrix * outvec; #endif + + #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); @@ -74,7 +81,10 @@ VERTEX_SHADER_CODE #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw = outvec.xy-light_pos; + light_uv_interp.zw =(light_local_matrix * outvec).xy; +#ifdef USE_SHADOWS + pos=outvec.xy; +#endif #if defined(NORMAL_USED) local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x; @@ -154,6 +164,14 @@ varying vec4 local_rot; uniform sampler2D shadow_texture; uniform float shadow_attenuation; +uniform highp mat4 shadow_matrix; +highp varying vec2 pos; +uniform float shadowpixel_size; + +#ifdef SHADOW_ESM +uniform float shadow_esm_multiplier; +#endif + #endif #endif @@ -170,19 +188,24 @@ void main() { vec4 color = color_interp; #if defined(NORMAL_USED) - vec3 normal = vec3(0,0,1); + vec3 normal = vec3(0.0,0.0,1.0); #endif -#ifdef USE_MODULATE +#ifdef USE_DISTANCE_FIELD + const float smoothing = 1.0/32.0; + float distance = texture2D(texture, uv_interp).a; + color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); +#else + color *= texture2D( texture, uv_interp ); - color*=modulate; #endif - color *= texture2D( texture, uv_interp ); + #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif + { FRAGMENT_SHADER_CODE } @@ -191,39 +214,37 @@ FRAGMENT_SHADER_CODE color = vec4(vec3(enc32),1.0); #endif +#ifdef USE_MODULATE + + color*=modulate; +#endif + + #ifdef USE_LIGHTING + vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping + #if defined(NORMAL_USED) normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; #endif float att=1.0; - vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; -#ifdef USE_SHADOWS - //this might not be that great on mobile? - float light_dist = length(light_texture.zw); - float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5; - float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0)); - if (light_dist>shadow_dist) { - light*=shadow_attenuation; - } -//use shadows -#endif + vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { - vec2 light_dir = normalize(light_uv_interp.zw); - float light_distance = length(light_uv_interp.zw); + vec4 light_out=vec4(0.0,0.0,0.0,0.0); LIGHT_SHADER_CODE + color=light_out; } #else #if defined(NORMAL_USED) - vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height)); - light*=max(dot(-light_normal,normal),0); + vec3 light_normal = normalize(vec3(light_vec,-light_height)); + light*=max(dot(-light_normal,normal),0.0); #endif color*=light; @@ -233,13 +254,107 @@ LIGHT_SHADER_CODE color.zw=vec2(0.0,1.0); #endif */ + +//light shader code +#endif + 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=0.0; //invisible + } else { + +#ifdef USE_SHADOWS + + float angle_to_light = -atan(light_vec.x,light_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 = light_vec; + sh=0.0+(1.0/8.0); + } else if (abs_angle>135.0*PI/180.0) { + point = -light_vec; + sh = 0.5+(1.0/8.0); + } else if (angle_to_light>0.0) { + + point = vec2(light_vec.y,-light_vec.x); + sh = 0.25+(1.0/8.0); + } else { + + point = vec2(-light_vec.y,light_vec.x); + sh = 0.75+(1.0/8.0); + + } + + + 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; + + float shadow_attenuation; + +#ifdef SHADOW_PCF5 + + shadow_attenuation=0.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0; + shadow_attenuation/=5.0; + +#endif + +#ifdef SHADOW_PCF13 + + shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0; + shadow_attenuation/=13.0; + +#endif + +#ifdef SHADOW_ESM + + + { + float unnormalized = su/shadowpixel_size; + float fractional = fract(unnormalized); + unnormalized = floor(unnormalized); + float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z; + float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z; + float z = mix(zc,zn,fractional); + shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0); } -//light shader code #endif +#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM) + + shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0; + +#endif + + color.rgb*=shadow_attenuation; +//use shadows +#endif + } + //use lighting #endif // color.rgb*=color.a; |