diff options
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 414 |
1 files changed, 185 insertions, 229 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e7828d265c..9e99305fe7 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -1,12 +1,11 @@ [vertex] - -layout(location=0) in highp vec2 vertex; -layout(location=3) in vec4 color_attrib; +layout(location = 0) in highp vec2 vertex; +layout(location = 3) in vec4 color_attrib; #ifdef USE_SKELETON -layout(location=6) in uvec4 bone_indices; // attrib:6 -layout(location=7) in vec4 bone_weights; // attrib:7 +layout(location = 6) in uvec4 bone_indices; // attrib:6 +layout(location = 7) in vec4 bone_weights; // attrib:7 #endif #ifdef USE_TEXTURE_RECT @@ -18,25 +17,24 @@ uniform vec4 src_rect; #ifdef USE_INSTANCING -layout(location=8) in highp vec4 instance_xform0; -layout(location=9) in highp vec4 instance_xform1; -layout(location=10) in highp vec4 instance_xform2; -layout(location=11) in lowp vec4 instance_color; +layout(location = 8) in highp vec4 instance_xform0; +layout(location = 9) in highp vec4 instance_xform1; +layout(location = 10) in highp vec4 instance_xform2; +layout(location = 11) in lowp vec4 instance_color; #ifdef USE_INSTANCE_CUSTOM -layout(location=12) in highp vec4 instance_custom_data; +layout(location = 12) in highp vec4 instance_custom_data; #endif #endif -layout(location=4) in highp vec2 uv_attrib; +layout(location = 4) in highp vec2 uv_attrib; -//skeletn +// skeleton #endif uniform highp vec2 color_texpixel_size; - layout(std140) uniform CanvasItemData { //ubo:0 highp mat4 projection_matrix; @@ -46,7 +44,6 @@ layout(std140) uniform CanvasItemData { //ubo:0 uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; - out highp vec2 uv_interp; out mediump vec4 color_interp; @@ -55,7 +52,6 @@ out mediump vec4 color_interp; out highp vec2 pixel_size_interp; #endif - #ifdef USE_SKELETON uniform mediump sampler2D skeleton_texture; // texunit:-1 uniform highp mat4 skeleton_transform; @@ -66,7 +62,7 @@ uniform highp mat4 skeleton_transform_inverse; layout(std140) uniform LightData { //ubo:1 - //light matrices + // light matrices highp mat4 light_matrix; highp mat4 light_local_matrix; highp mat4 shadow_matrix; @@ -80,11 +76,9 @@ layout(std140) uniform LightData { //ubo:1 highp float shadow_distance_mult; }; - out vec4 light_uv_interp; out vec2 transformed_light_uv; - out vec4 local_rot; #ifdef USE_SHADOWS @@ -101,7 +95,6 @@ uniform int h_frames; uniform int v_frames; #endif - #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:2 @@ -112,7 +105,6 @@ MATERIAL_UNIFORMS #endif - VERTEX_SHADER_GLOBALS void main() { @@ -120,8 +112,8 @@ void main() { vec4 color = color_attrib; #ifdef USE_INSTANCING - mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0))); - color*=instance_color; + mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); + color *= instance_color; vec4 instance_custom = instance_custom_data; #else @@ -136,29 +128,27 @@ void main() { } else { uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; } - highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0); + highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0); #else uv_interp = uv_attrib; - highp vec4 outvec = vec4(vertex,0.0,1.0); + highp vec4 outvec = vec4(vertex, 0.0, 1.0); #endif - #ifdef USE_PARTICLES //scale by texture size - outvec.xy/=color_texpixel_size; + outvec.xy /= color_texpixel_size; //compute h and v frames and adjust UV interp for animation int total_frames = h_frames * v_frames; - int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1); - float frame_w = 1.0/float(h_frames); - float frame_h = 1.0/float(v_frames); + int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1); + float frame_w = 1.0 / float(h_frames); + float frame_h = 1.0 / float(v_frames); uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames); uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames); #endif - #define extra_matrix extra_matrix2 { @@ -167,10 +157,9 @@ VERTEX_SHADER_CODE } - #ifdef USE_NINEPATCH - pixel_size_interp=abs(dst_rect.zw) * vertex; + pixel_size_interp = abs(dst_rect.zw) * vertex; #endif #if !defined(SKIP_TRANSFORM_USED) @@ -184,47 +173,46 @@ VERTEX_SHADER_CODE #ifdef USE_PIXEL_SNAP - outvec.xy=floor(outvec+0.5).xy; + outvec.xy = floor(outvec + 0.5).xy; #endif - #ifdef USE_SKELETON - if (bone_weights!=vec4(0.0)){ //must be a valid bone + if (bone_weights != vec4(0.0)) { //must be a valid bone //skeleton transform ivec4 bone_indicesi = ivec4(bone_indices); - ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 ); + ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2); - highp mat2x4 m = mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.x; + highp mat2x4 m; + m = mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.x; - tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 ); + tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2); - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.y; + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.y; - tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 ); + tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2); - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.z; + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.z; + tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2); - tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 ); + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) + * bone_weights.w; - m+= mat2x4( - texelFetch(skeleton_texture,tex_ofs,0), - texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0) - ) * bone_weights.w; - - mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))) * skeleton_transform_inverse; + mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse; outvec = bone_matrix * outvec; } @@ -236,45 +224,37 @@ VERTEX_SHADER_CODE #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw =(light_local_matrix * outvec).xy; + light_uv_interp.zw = (light_local_matrix * outvec).xy; mat3 inverse_light_matrix = mat3(inverse(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]); - transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping + transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping #ifdef USE_SHADOWS - pos=outvec.xy; + pos = outvec.xy; #endif - - local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy ); - local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy ); + local_rot.xy = normalize((modelview_matrix * (extra_matrix * vec4(1.0, 0.0, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix * vec4(0.0, 1.0, 0.0, 0.0))).xy); #ifdef USE_TEXTURE_RECT - local_rot.xy*=sign(src_rect.z); - local_rot.zw*=sign(src_rect.w); + local_rot.xy *= sign(src_rect.z); + local_rot.zw *= sign(src_rect.w); #endif - - #endif - } [fragment] - - uniform mediump sampler2D color_texture; // texunit:0 uniform highp vec2 color_texpixel_size; uniform mediump sampler2D normal_texture; // texunit:1 - in highp vec2 uv_interp; in mediump vec4 color_interp; - #if defined(SCREEN_TEXTURE_USED) uniform sampler2D screen_texture; // texunit:-3 @@ -292,7 +272,6 @@ layout(std140) uniform CanvasItemData { highp float time; }; - #ifdef USE_LIGHTING layout(std140) uniform LightData { @@ -314,10 +293,8 @@ uniform lowp sampler2D light_texture; // texunit:-1 in vec4 light_uv_interp; in vec2 transformed_light_uv; - in vec4 local_rot; - #ifdef USE_SHADOWS uniform highp sampler2D shadow_texture; // texunit:-2 @@ -332,11 +309,7 @@ const bool at_light_pass = false; uniform mediump vec4 final_modulate; - - - -layout(location=0) out mediump vec4 frag_color; - +layout(location = 0) out mediump vec4 frag_color; #if defined(USE_MATERIAL) @@ -351,25 +324,24 @@ MATERIAL_UNIFORMS FRAGMENT_SHADER_GLOBALS void light_compute( - inout vec4 light, - inout vec2 light_vec, - inout float light_height, - inout vec4 light_color, - vec2 light_uv, - inout vec4 shadow_color, - vec3 normal, - vec2 uv, + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + vec3 normal, + vec2 uv, #if defined(SCREEN_UV_USED) - vec2 screen_uv, + vec2 screen_uv, #endif - vec4 color) { + vec4 color) { #if defined(USE_LIGHT_SHADER_CODE) LIGHT_SHADER_CODE #endif - } #ifdef USE_TEXTURE_RECT @@ -385,48 +357,44 @@ in highp vec2 pixel_size_interp; uniform int np_repeat_v; uniform int np_repeat_h; uniform bool np_draw_center; -//left top right bottom in pixel coordinates +// left top right bottom in pixel coordinates uniform vec4 np_margins; +float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { - -float map_ninepatch_axis(float pixel, float draw_size,float tex_pixel_size,float margin_begin,float margin_end,int np_repeat,inout int draw_center) { - - - float tex_size = 1.0/tex_pixel_size; + float tex_size = 1.0 / tex_pixel_size; if (pixel < margin_begin) { return pixel * tex_pixel_size; - } else if (pixel >= draw_size-margin_end) { - return (tex_size-(draw_size-pixel)) * tex_pixel_size; + } else if (pixel >= draw_size - margin_end) { + return (tex_size - (draw_size - pixel)) * tex_pixel_size; } else { - if (!np_draw_center){ + if (!np_draw_center) { draw_center--; } - if (np_repeat==0) { //stretch + if (np_repeat == 0) { //stretch //convert to ratio float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; - } else if (np_repeat==1) { //tile + } else if (np_repeat == 1) { //tile //convert to ratio float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ofs) * tex_pixel_size; - } else if (np_repeat==2) { //tile fit + } else if (np_repeat == 2) { //tile fit //convert to ratio float src_area = draw_size - margin_begin - margin_end; float dst_area = tex_size - margin_begin - margin_end; - float scale = max(1.0,floor(src_area / max(dst_area,0.0000001) + 0.5)); + float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); //convert to ratio float ratio = (pixel - margin_begin) / src_area; - ratio = mod(ratio * scale,1.0); + ratio = mod(ratio * scale, 1.0); return (margin_begin + ratio * dst_area) * tex_pixel_size; } } - } #endif @@ -443,42 +411,39 @@ void main() { #ifdef USE_NINEPATCH - int draw_center=2; + int draw_center = 2; uv = vec2( - map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center), - map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center) - ); + map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center), + map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center)); - if (draw_center==0) { - color.a=0.0; + if (draw_center == 0) { + color.a = 0.0; } - uv = uv*src_rect.zw+src_rect.xy; //apply region if needed + uv = uv * src_rect.zw + src_rect.xy; //apply region if needed #endif if (clip_rect_uv) { - uv = clamp(uv,src_rect.xy,src_rect.xy+abs(src_rect.zw)); + uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw)); } #endif #if !defined(COLOR_USED) -//default behavior, texture by color + //default behavior, texture by color #ifdef USE_DISTANCE_FIELD - const float smoothing = 1.0/32.0; - float distance = textureLod(color_texture, uv,0.0).a; + const float smoothing = 1.0 / 32.0; + float distance = textureLod(color_texture, uv, 0.0).a; color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; #else - color *= texture( color_texture, uv ); + color *= texture(color_texture, uv); #endif #endif - - vec3 normal; #if defined(NORMAL_USED) @@ -489,59 +454,52 @@ void main() { #endif if (use_default_normal) { - normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0; - normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); - normal_used=true; + normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0; + normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + normal_used = true; } else { - normal = vec3(0.0,0.0,1.0); + normal = vec3(0.0, 0.0, 1.0); } - - #if defined(SCREEN_UV_USED) - vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif - -{ - float normal_depth=1.0; + { + float normal_depth = 1.0; #if defined(NORMALMAP_USED) - vec3 normal_map=vec3(0.0,0.0,1.0); + vec3 normal_map = vec3(0.0, 0.0, 1.0); #endif FRAGMENT_SHADER_CODE #if defined(NORMALMAP_USED) - normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); + normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif - -} + } #ifdef DEBUG_ENCODED_32 - highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); - color = vec4(vec3(enc32),1.0); + highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)); + color = vec4(vec3(enc32), 1.0); #endif - - color*=final_modulate; - - + color *= final_modulate; #ifdef USE_LIGHTING vec2 light_vec = transformed_light_uv; if (normal_used) { - normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; + normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; } - float att=1.0; + float att = 1.0; vec2 light_uv = light_uv_interp.xy; - vec4 light = texture(light_texture,light_uv); + vec4 light = texture(light_texture, light_uv); - 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*=light_outside_alpha; //invisible + 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 *= light_outside_alpha; //invisible } else { float real_light_height = light_height; @@ -549,178 +507,176 @@ FRAGMENT_SHADER_CODE vec4 real_light_shadow_color = light_shadow_color; #if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader + //light is written by the light shader light_compute( - light, - light_vec, - real_light_height, - real_light_color, - light_uv, - real_light_shadow_color, - normal, - uv, + light, + light_vec, + real_light_height, + real_light_color, + light_uv, + real_light_shadow_color, + normal, + uv, #if defined(SCREEN_UV_USED) - screen_uv, + screen_uv, #endif - color); + color); #endif light *= real_light_color; if (normal_used) { - vec3 light_normal = normalize(vec3(light_vec,-real_light_height)); - light*=max(dot(-light_normal,normal),0.0); + vec3 light_normal = normalize(vec3(light_vec, -real_light_height)); + light *= max(dot(-light_normal, normal), 0.0); } - color*=light; + color *= light; #ifdef USE_SHADOWS light_vec = light_uv_interp.zw; //for shadows - float angle_to_light = -atan(light_vec.x,light_vec.y); + 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 su, sz; float abs_angle = abs(angle_to_light); vec2 point; float sh; - if (abs_angle<45.0*PI/180.0) { + 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) { + 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) { + 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); + 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); - + point = vec2(-light_vec.y, light_vec.x); + sh = 0.75 + (1.0 / 8.0); } - - highp 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; + highp 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; //sz=lightlength(light_vec); - highp float shadow_attenuation=0.0; + highp float shadow_attenuation = 0.0; #ifdef USE_RGBA_SHADOWS -#define SHADOW_DEPTH(m_tex,m_uv) dot(texture((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)) #else -#define SHADOW_DEPTH(m_tex,m_uv) (texture((m_tex),(m_uv)).r) +#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r) #endif - - #ifdef SHADOW_USE_GRADIENT -#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); } +#define SHADOW_TEST(m_ofs) \ + { \ + highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ + shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \ + } #else -#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); } +#define SHADOW_TEST(m_ofs) \ + { \ + highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \ + shadow_attenuation += step(sz, sd); \ + } #endif - #ifdef SHADOW_FILTER_NEAREST SHADOW_TEST(su); #endif - #ifdef SHADOW_FILTER_PCF3 - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - shadow_attenuation/=3.0; + SHADOW_TEST(su - shadowpixel_size); + shadow_attenuation /= 3.0; #endif - #ifdef SHADOW_FILTER_PCF5 - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - shadow_attenuation/=5.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + shadow_attenuation /= 5.0; #endif - #ifdef SHADOW_FILTER_PCF7 - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - shadow_attenuation/=7.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + shadow_attenuation /= 7.0; #endif - #ifdef SHADOW_FILTER_PCF9 - SHADOW_TEST(su+shadowpixel_size*4.0); - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - SHADOW_TEST(su-shadowpixel_size*4.0); - shadow_attenuation/=9.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + shadow_attenuation /= 9.0; #endif #ifdef SHADOW_FILTER_PCF13 - SHADOW_TEST(su+shadowpixel_size*6.0); - SHADOW_TEST(su+shadowpixel_size*5.0); - SHADOW_TEST(su+shadowpixel_size*4.0); - SHADOW_TEST(su+shadowpixel_size*3.0); - SHADOW_TEST(su+shadowpixel_size*2.0); - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su + shadowpixel_size * 6.0); + SHADOW_TEST(su + shadowpixel_size * 5.0); + SHADOW_TEST(su + shadowpixel_size * 4.0); + SHADOW_TEST(su + shadowpixel_size * 3.0); + SHADOW_TEST(su + shadowpixel_size * 2.0); + SHADOW_TEST(su + shadowpixel_size); SHADOW_TEST(su); - SHADOW_TEST(su-shadowpixel_size); - SHADOW_TEST(su-shadowpixel_size*2.0); - SHADOW_TEST(su-shadowpixel_size*3.0); - SHADOW_TEST(su-shadowpixel_size*4.0); - SHADOW_TEST(su-shadowpixel_size*5.0); - SHADOW_TEST(su-shadowpixel_size*6.0); - shadow_attenuation/=13.0; + SHADOW_TEST(su - shadowpixel_size); + SHADOW_TEST(su - shadowpixel_size * 2.0); + SHADOW_TEST(su - shadowpixel_size * 3.0); + SHADOW_TEST(su - shadowpixel_size * 4.0); + SHADOW_TEST(su - shadowpixel_size * 5.0); + SHADOW_TEST(su - shadowpixel_size * 6.0); + shadow_attenuation /= 13.0; #endif - //color*=shadow_attenuation; - color=mix(real_light_shadow_color,color,shadow_attenuation); + //color *= shadow_attenuation; + color = mix(real_light_shadow_color, color, shadow_attenuation); //use shadows #endif } //use lighting #endif - //color.rgb*=color.a; + //color.rgb *= color.a; frag_color = color; - } |