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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.glsl19
1 files changed, 8 insertions, 11 deletions
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index c757990de0..81af486101 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -1,20 +1,18 @@
[vertex]
-
-
uniform highp mat4 projection_matrix;
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
-layout(location=0) in highp vec3 vertex;
+layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
- position_interp=gl_Position;
+ gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ position_interp = gl_Position;
}
[fragment]
@@ -23,27 +21,26 @@ in highp vec4 position_interp;
#ifdef USE_RGBA_SHADOWS
-layout(location=0) out lowp vec4 distance_buf;
+layout(location = 0) out lowp vec4 distance_buf;
#else
-layout(location=0) out highp float distance_buf;
+layout(location = 0) out highp float distance_buf;
#endif
void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; //bias;
#ifdef USE_RGBA_SHADOWS
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);
- distance_buf=comp;
+ distance_buf = comp;
#else
- distance_buf=depth;
+ distance_buf = depth;
#endif
}
-