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path: root/drivers/gles2/shaders/canvas_shadow.glsl
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Diffstat (limited to 'drivers/gles2/shaders/canvas_shadow.glsl')
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl62
1 files changed, 62 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
new file mode 100644
index 0000000000..40cf321dce
--- /dev/null
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -0,0 +1,62 @@
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+uniform highp mat4 projection_matrix;
+uniform highp mat4 light_matrix;
+uniform highp mat4 world_matrix;
+
+attribute highp vec3 vertex; // attrib:0
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+
+void main() {
+
+ gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
+
+#ifndef USE_DEPTH_SHADOWS
+ position_interp = gl_Position;
+#endif
+
+}
+
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+void main() {
+
+#ifdef USE_DEPTH_SHADOWS
+
+#else
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
+ highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
+ comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ gl_FragColor = comp;
+#endif
+
+}
+