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path: root/drivers/gles2/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl141
1 files changed, 121 insertions, 20 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 30dc55cc4c..1c35b455c4 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -2,6 +2,7 @@
[vertex]
#ifdef USE_GLES_OVER_GL
+#define lowp
#define mediump
#define highp
#else
@@ -58,6 +59,10 @@ uniform ivec2 skeleton_texture_size;
#endif
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+uniform bool skeleton_in_world_coords;
+
#endif
#ifdef USE_INSTANCING
@@ -95,6 +100,10 @@ uniform float light_normal_bias;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -157,6 +166,7 @@ varying highp vec3 specular_interp;
// general for all lights
uniform highp vec4 light_color;
+uniform highp vec4 shadow_color;
uniform highp float light_specular;
// directional
@@ -353,6 +363,10 @@ void main() {
uv2_interp = uv2_attrib;
#endif
+#if defined(OVERRIDE_POSITION)
+ highp vec4 position;
+#endif
+
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
@@ -394,7 +408,13 @@ void main() {
#endif
- world_matrix = bone_transform * world_matrix;
+ if (skeleton_in_world_coords) {
+ bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
+ world_matrix = bone_transform * world_matrix;
+ } else {
+ world_matrix = world_matrix * bone_transform;
+ }
+
#endif
#ifdef USE_INSTANCING
@@ -640,24 +660,52 @@ VERTEX_SHADER_CODE
#endif //fog
#endif //use vertex lighting
+
+#if defined(OVERRIDE_POSITION)
+ gl_Position = position;
+#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+ position_interp = gl_Position;
+#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
-#ifndef GL_ARB_shader_texture_lod
-#define texture2DLod(img, coord, lod) texture2D(img, coord)
-#define textureCubeLod(img, coord, lod) textureCube(img, coord)
+#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
-precision mediump float;
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
#endif
#include "stdlib.glsl"
@@ -691,6 +739,9 @@ uniform vec2 screen_pixel_size;
#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; //texunit:-4
#endif
+#if defined(DEPTH_TEXTURE_USED)
+uniform highp sampler2D depth_texture; //texunit:-4
+#endif
#ifdef USE_REFLECTION_PROBE1
@@ -868,6 +919,8 @@ uniform float ambient_energy;
#ifdef USE_LIGHTING
+uniform highp vec4 shadow_color;
+
#ifdef USE_VERTEX_LIGHTING
//get from vertex
@@ -880,6 +933,7 @@ uniform highp vec3 light_direction; //may be used by fog, so leave here
//done in fragment
// general for all lights
uniform highp vec4 light_color;
+
uniform highp float light_specular;
// directional
@@ -936,6 +990,10 @@ uniform vec4 light_clamp;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -1252,7 +1310,7 @@ LIGHT_SHADER_CODE
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
//float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
- float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL))
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
float alpha = roughness * roughness;
@@ -1296,8 +1354,18 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
-#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
-#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+
+#else
+
+#define SHADOW_DEPTH(m_val) (m_val).r
+
+#endif
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
@@ -1398,6 +1466,9 @@ void main() {
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
+ // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
+ // compile error because DEPTH is not a variable.
+ float m_DEPTH = 0.0;
float alpha = 1.0;
float side = 1.0;
@@ -1466,8 +1537,19 @@ FRAGMENT_SHADER_CODE
}
#endif
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.99) {
+ discard;
+ }
+#endif
+
#ifdef BASE_PASS
//none
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+
#ifdef USE_RADIANCE_MAP
vec3 ref_vec = reflect(-eye_position, N);
@@ -1490,6 +1572,7 @@ FRAGMENT_SHADER_CODE
#endif
+#endif // AMBIENT_LIGHT_DISABLED
ambient_light *= ambient_energy;
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
@@ -1553,14 +1636,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
@@ -1642,7 +1725,7 @@ FRAGMENT_SHADER_CODE
float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
#endif
@@ -1719,7 +1802,7 @@ FRAGMENT_SHADER_CODE
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
}
#endif
- light_att *= shadow_att;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
}
#endif //LIGHT_USE_PSSM4
@@ -1760,14 +1843,14 @@ FRAGMENT_SHADER_CODE
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
}
#endif
- light_att *= shadow_att;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
}
#endif //LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+ light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
#endif //orthogonal
#else //fragment version of pssm
@@ -1867,7 +1950,7 @@ FRAGMENT_SHADER_CODE
}
#endif
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
}
#endif //use vertex lighting
@@ -1913,10 +1996,9 @@ FRAGMENT_SHADER_CODE
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
- splane.xyz /= splane.w;
float shadow = sample_shadow(light_shadow_atlas, splane);
- light_att *= shadow;
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
}
#endif
@@ -2012,7 +2094,12 @@ FRAGMENT_SHADER_CODE
#if defined(USE_VERTEX_LIGHTING)
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_interp.a);
+#endif // BASE_PASS
+
#else //pixel based fog
float fog_amount = 0.0;
@@ -2046,11 +2133,25 @@ FRAGMENT_SHADER_CODE
}
#endif
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_amount);
+#endif // BASE_PASS
#endif //use vertex lit
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
-#endif // not RENDER_DEPTH
+#else // not RENDER_DEPTH
+//depth render
+#ifdef USE_RGBA_SHADOWS
+
+ 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(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ gl_FragColor = comp;
+
+#endif
+#endif
}