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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.glsl97
1 files changed, 22 insertions, 75 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 381a0e8a73..9c426dd3ef 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -5,6 +5,7 @@ mode_quad =
mode_ninepatch = #define USE_NINEPATCH
mode_primitive = #define USE_PRIMITIVE
mode_attributes = #define USE_ATTRIBUTES
+mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
@@ -20,6 +21,15 @@ layout(location = 4) in vec2 uv_attrib;
layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
+#ifdef USE_INSTANCING
+
+layout(location = 5) in highp vec4 instance_xform0;
+layout(location = 6) in highp vec4 instance_xform1;
+layout(location = 7) in lowp vec4 instance_color;
+layout(location = 8) in highp vec4 instance_custom_data;
+
+#endif
+
#endif
// This needs to be outside clang-format so the ubo comment is in the right place
@@ -77,13 +87,21 @@ void main() {
vec4 bone_weights = vec4(0.0);
#elif defined(USE_ATTRIBUTES)
-
+#ifdef USE_INSTANCING
+ draw_data_instance = 0;
+#endif
vec2 vertex = vertex_attrib;
vec4 color = color_attrib * draw_data[draw_data_instance].modulation;
vec2 uv = uv_attrib;
uvec4 bones = bone_attrib;
vec4 bone_weights = weight_attrib;
+
+#ifdef USE_INSTANCING
+ color *= instance_color;
+ instance_custom = instance_custom_data;
+#endif
+
#else
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
@@ -98,81 +116,10 @@ void main() {
mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
- // MultiMeshes don't batch, so always read from draw_data[0]
- uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
+#ifdef USE_INSTANCING
+ model_matrix = model_matrix * transpose(mat4(instance_xform0, instance_xform1, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
+#endif // USE_INSTANCING
-#ifdef USE_ATTRIBUTES
-/*
- if (instancing > 1) {
- // trails
-
- uint stride = 2 + 1 + 1; //particles always uses this format
-
- uint trail_size = instancing;
-
- uint offset = trail_size * stride * gl_InstanceID;
-
- vec4 pcolor;
- vec2 new_vertex;
- {
- uint boffset = offset + bone_attrib.x * stride;
- new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
- pcolor = transforms.data[boffset + 2] * weight_attrib.x;
- }
- if (weight_attrib.y > 0.001) {
- uint boffset = offset + bone_attrib.y * stride;
- new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
- pcolor += transforms.data[boffset + 2] * weight_attrib.y;
- }
- if (weight_attrib.z > 0.001) {
- uint boffset = offset + bone_attrib.z * stride;
- new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
- pcolor += transforms.data[boffset + 2] * weight_attrib.z;
- }
- if (weight_attrib.w > 0.001) {
- uint boffset = offset + bone_attrib.w * stride;
- new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
- pcolor += transforms.data[boffset + 2] * weight_attrib.w;
- }
-
- instance_custom = transforms.data[offset + 3];
-
- vertex = new_vertex;
- color *= pcolor;
- } else*/
-#endif // USE_ATTRIBUTES
-/*
- {
- if (instancing == 1) {
- uint stride = 2;
- {
- if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
- stride += 1;
- }
- if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- stride += 1;
- }
- }
-
- uint offset = stride * gl_InstanceID;
-
- mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- offset += 2;
-
- if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
- color *= transforms.data[offset];
- offset += 1;
- }
-
- if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
- }
-
- matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
- }
- }
-*/
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_PARTICLES)) {
//scale by texture size