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-rw-r--r--drivers/gles2/shaders/canvas.glsl26
-rw-r--r--drivers/gles2/shaders/copy.glsl4
2 files changed, 20 insertions, 10 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index fa0b315e29..08548ded17 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -331,6 +331,7 @@ void light_compute(
inout vec4 light_color,
vec2 light_uv,
inout vec4 shadow_color,
+ inout vec2 shadow_vec,
vec3 normal,
vec2 uv,
#if defined(SCREEN_UV_USED)
@@ -407,6 +408,7 @@ FRAGMENT_SHADER_CODE
#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;
@@ -434,6 +436,7 @@ FRAGMENT_SHADER_CODE
real_light_color,
light_uv,
real_light_shadow_color,
+ shadow_vec,
normal,
uv,
#if defined(SCREEN_UV_USED)
@@ -452,11 +455,18 @@ FRAGMENT_SHADER_CODE
color *= light;
#ifdef USE_SHADOWS
- // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
- // makes sense to compute shadows from there.
- light_vec = light_uv_interp.zw;
- float angle_to_light = -atan(light_vec.x, light_vec.y);
+#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*/
@@ -467,18 +477,18 @@ FRAGMENT_SHADER_CODE
vec2 point;
float sh;
if (abs_angle < 45.0 * PI / 180.0) {
- point = light_vec;
+ point = shadow_vec;
sh = 0.0 + (1.0 / 8.0);
} else if (abs_angle > 135.0 * PI / 180.0) {
- point = -light_vec;
+ point = -shadow_vec;
sh = 0.5 + (1.0 / 8.0);
} else if (angle_to_light > 0.0) {
- point = vec2(light_vec.y, -light_vec.x);
+ point = vec2(shadow_vec.y, -shadow_vec.x);
sh = 0.25 + (1.0 / 8.0);
} else {
- point = vec2(-light_vec.y, light_vec.x);
+ point = vec2(-shadow_vec.y, shadow_vec.x);
sh = 0.75 + (1.0 / 8.0);
}
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 195db7c45f..aa967115da 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -144,11 +144,11 @@ void main() {
#elif defined(USE_ASYM_PANO)
// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
- // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
vec3 cube_normal;
- cube_normal.z = -1000000.0;
+ cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;