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path: root/drivers/gles3/shaders/canvas.glsl
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Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r--drivers/gles3/shaders/canvas.glsl52
1 files changed, 39 insertions, 13 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 9e99305fe7..53f563303a 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
layout(location = 3) in vec4 color_attrib;
#ifdef USE_SKELETON
@@ -97,16 +99,22 @@ uniform int v_frames;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:2
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
void main() {
vec4 color = color_attrib;
@@ -151,11 +159,13 @@ void main() {
#define extra_matrix extra_matrix2
-{
+ {
+ /* clang-format off */
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
#ifdef USE_NINEPATCH
@@ -188,29 +198,29 @@ VERTEX_SHADER_CODE
highp mat2x4 m;
m = mat2x4(
texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.x;
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.x;
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;
+ 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);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.z;
+ 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);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.w;
+ 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;
@@ -246,9 +256,11 @@ VERTEX_SHADER_CODE
#endif
}
+/* clang-format off */
[fragment]
uniform mediump sampler2D color_texture; // texunit:0
+/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
@@ -313,16 +325,22 @@ layout(location = 0) out mediump vec4 frag_color;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
FRAGMENT_SHADER_GLOBALS
+/* clang-format on */
+
void light_compute(
inout vec4 light,
inout vec2 light_vec,
@@ -339,8 +357,12 @@ void light_compute(
#if defined(USE_LIGHT_SHADER_CODE)
+ /* clang-format off */
+
LIGHT_SHADER_CODE
+ /* clang-format on */
+
#endif
}
@@ -472,8 +494,12 @@ void main() {
vec3 normal_map = vec3(0.0, 0.0, 1.0);
#endif
+ /* clang-format off */
+
FRAGMENT_SHADER_CODE
+ /* clang-format on */
+
#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);
#endif