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-rw-r--r--drivers/gles3/shaders/canvas.glsl665
1 files changed, 665 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
new file mode 100644
index 0000000000..f2b141252a
--- /dev/null
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -0,0 +1,665 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+uniform highp mat4 projection_matrix;
+/* clang-format on */
+
+uniform highp mat4 modelview_matrix;
+uniform highp mat4 extra_matrix;
+layout(location = 0) in highp vec2 vertex;
+
+#ifdef USE_ATTRIB_LIGHT_ANGLE
+// shared with tangent, not used in canvas shader
+layout(location = 2) in highp float light_angle;
+#endif
+
+layout(location = 3) in vec4 color_attrib;
+layout(location = 4) in vec2 uv_attrib;
+
+#ifdef USE_ATTRIB_MODULATE
+layout(location = 5) in highp vec4 modulate_attrib;
+#endif
+
+#ifdef USE_ATTRIB_LARGE_VERTEX
+// shared with skeleton attributes, not used in batched shader
+layout(location = 6) in highp vec2 translate_attrib;
+layout(location = 7) in highp vec4 basis_attrib;
+#endif
+
+#ifdef USE_SKELETON
+layout(location = 6) in highp vec4 bone_indices;
+layout(location = 7) in highp vec4 bone_weights;
+#endif
+
+#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 highp vec4 instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
+layout(location = 12) in highp vec4 instance_custom_data;
+#endif
+
+#endif
+
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; // texunit:-3
+uniform highp ivec2 skeleton_texture_size;
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+#endif
+
+out vec2 uv_interp;
+out vec4 color_interp;
+
+#ifdef USE_ATTRIB_MODULATE
+// modulate doesn't need interpolating but we need to send it to the fragment shader
+flat out vec4 modulate_interp;
+#endif
+
+#ifdef MODULATE_USED
+uniform vec4 final_modulate;
+#endif
+
+uniform highp vec2 color_texpixel_size;
+
+#ifdef USE_TEXTURE_RECT
+
+uniform vec4 dst_rect;
+uniform vec4 src_rect;
+
+#endif
+
+uniform highp float time;
+
+#ifdef USE_LIGHTING
+
+// light matrices
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_matrix_inverse;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+out vec4 light_uv_interp;
+out vec2 transformed_light_uv;
+out vec4 local_rot;
+
+#ifdef USE_SHADOWS
+out highp vec2 pos;
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
+/* clang-format off */
+
+VERTEX_SHADER_GLOBALS
+
+/* clang-format on */
+
+vec2 select(vec2 a, vec2 b, bvec2 c) {
+ vec2 ret;
+
+ ret.x = c.x ? b.x : a.x;
+ ret.y = c.y ? b.y : a.y;
+
+ return ret;
+}
+
+void main() {
+ vec4 color = color_attrib;
+ vec2 uv;
+
+#ifdef USE_INSTANCING
+ mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
+ color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+#else
+ mat4 extra_matrix_instance = extra_matrix;
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+#ifdef USE_TEXTURE_RECT
+
+ if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
+ uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
+ } else {
+ uv = src_rect.xy + abs(src_rect.zw) * vertex;
+ }
+
+ vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
+
+ // This is what is done in the GLES 3 bindings and should
+ // take care of flipped rects.
+ //
+ // But it doesn't.
+ // I don't know why, will need to investigate further.
+
+ outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
+
+ // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
+#else
+ vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
+
+ uv = uv_attrib;
+#endif
+
+ float point_size = 1.0;
+
+ {
+ vec2 src_vtx = outvec.xy;
+ /* clang-format off */
+
+VERTEX_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+ gl_PointSize = point_size;
+
+#ifdef USE_ATTRIB_MODULATE
+ // modulate doesn't need interpolating but we need to send it to the fragment shader
+ modulate_interp = modulate_attrib;
+#endif
+
+#ifdef USE_ATTRIB_LARGE_VERTEX
+ // transform is in attributes
+ vec2 temp;
+
+ temp = outvec.xy;
+ temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
+ temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
+
+ temp += translate_attrib;
+ outvec.xy = temp;
+
+#else
+
+ // transform is in uniforms
+#if !defined(SKIP_TRANSFORM_USED)
+ outvec = extra_matrix_instance * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
+#endif // not large integer
+
+ color_interp = color;
+
+#ifdef USE_PIXEL_SNAP
+ outvec.xy = floor(outvec + 0.5).xy;
+ // precision issue on some hardware creates artifacts within texture
+ // offset uv by a small amount to avoid
+ uv += 1e-5;
+#endif
+
+#ifdef USE_SKELETON
+
+ // look up transform from the "pose texture"
+ if (bone_weights != vec4(0.0)) {
+ highp mat4 bone_transform = mat4(0.0);
+
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
+
+ highp mat4 b = mat4(
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+
+ bone_transform += b * bone_weights[i];
+ }
+
+ mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
+
+ outvec = bone_matrix * outvec;
+ }
+
+#endif
+
+ uv_interp = uv;
+ gl_Position = projection_matrix * outvec;
+
+#ifdef USE_LIGHTING
+
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = (light_local_matrix * outvec).xy;
+
+ transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
+
+#ifdef USE_SHADOWS
+ pos = outvec.xy;
+#endif
+
+#ifdef USE_ATTRIB_LIGHT_ANGLE
+ // we add a fixed offset because we are using the sign later,
+ // and don't want floating point error around 0.0
+ float la = abs(light_angle) - 1.0;
+
+ // vector light angle
+ vec4 vla;
+ vla.xy = vec2(cos(la), sin(la));
+ vla.zw = vec2(-vla.y, vla.x);
+
+ // vertical flip encoded in the sign
+ vla.zw *= sign(light_angle);
+
+ // apply the transform matrix.
+ // The rotate will be encoded in the transform matrix for single rects,
+ // and just the flips in the light angle.
+ // For batching we will encode the rotation and the flips
+ // in the light angle, and can use the same shader.
+ local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
+ local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
+#else
+ local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
+ local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * 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);
+#endif
+#endif // not using light angle
+
+#endif
+}
+
+/* clang-format off */
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+uniform sampler2D color_texture; // texunit:-1
+/* clang-format on */
+uniform highp vec2 color_texpixel_size;
+uniform mediump sampler2D normal_texture; // texunit:-2
+
+in mediump vec2 uv_interp;
+in mediump vec4 color_interp;
+
+#ifdef USE_ATTRIB_MODULATE
+in mediump vec4 modulate_interp;
+#endif
+
+uniform highp float time;
+
+uniform vec4 final_modulate;
+
+#ifdef SCREEN_TEXTURE_USED
+
+uniform sampler2D screen_texture; // texunit:-4
+
+#endif
+
+#ifdef SCREEN_UV_USED
+
+uniform vec2 screen_pixel_size;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+uniform lowp sampler2D light_texture; // texunit:-6
+in vec4 light_uv_interp;
+in vec2 transformed_light_uv;
+
+in vec4 local_rot;
+
+#ifdef USE_SHADOWS
+
+uniform highp sampler2D shadow_texture; // texunit:-5
+in highp vec2 pos;
+
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
+uniform bool use_default_normal;
+
+layout(location = 0) out mediump vec4 frag_color;
+
+/* clang-format off */
+
+FRAGMENT_SHADER_GLOBALS
+
+/* clang-format on */
+
+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,
+ inout vec2 shadow_vec,
+ vec3 normal,
+ vec2 uv,
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv,
+#endif
+ vec4 color) {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#endif
+}
+
+void main() {
+ vec4 color = color_interp;
+ vec2 uv = uv_interp;
+#ifdef USE_FORCE_REPEAT
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
+ uv = mod(uv, vec2(1.0, 1.0));
+#endif
+
+#if !defined(COLOR_USED)
+ //default behavior, texture by color
+ color *= texture(color_texture, uv);
+#endif
+
+#ifdef SCREEN_UV_USED
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#endif
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (use_default_normal) {
+ normal.xy = texture(normal_texture, uv).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);
+ }
+
+ {
+ float normal_depth = 1.0;
+
+#if defined(NORMALMAP_USED)
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
+#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
+ }
+
+#ifdef USE_ATTRIB_MODULATE
+ color *= modulate_interp;
+#else
+#if !defined(MODULATE_USED)
+ color *= final_modulate;
+#endif
+#endif
+
+#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;
+ }
+
+ float att = 1.0;
+
+ vec2 light_uv = light_uv_interp.xy;
+ 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
+
+ } else {
+ float real_light_height = light_height;
+ vec4 real_light_color = light_color;
+ vec4 real_light_shadow_color = light_shadow_color;
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ //light is written by the light shader
+ light_compute(
+ light,
+ light_vec,
+ real_light_height,
+ real_light_color,
+ light_uv,
+ real_light_shadow_color,
+ shadow_vec,
+ normal,
+ uv,
+#if defined(SCREEN_UV_USED)
+ screen_uv,
+#endif
+ 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);
+ }
+
+ color *= light;
+
+#ifdef USE_SHADOWS
+
+#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*/
+
+ float su, sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle < 45.0 * PI / 180.0) {
+ point = shadow_vec;
+ sh = 0.0 + (1.0 / 8.0);
+ } else if (abs_angle > 135.0 * PI / 180.0) {
+ point = -shadow_vec;
+ sh = 0.5 + (1.0 / 8.0);
+ } else if (angle_to_light > 0.0) {
+ point = vec2(shadow_vec.y, -shadow_vec.x);
+ sh = 0.25 + (1.0 / 8.0);
+ } else {
+ point = vec2(-shadow_vec.y, shadow_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;
+ //sz=lightlength(light_vec);
+
+ 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 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
+
+#else
+
+#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r)
+
+#endif
+
+#ifdef SHADOW_USE_GRADIENT
+
+ /* clang-format off */
+ /* GLSL es 100 doesn't support line continuation characters(backslashes) */
+#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); }
+ /* clang-format on */
+
+#endif
+
+#ifdef SHADOW_FILTER_NEAREST
+
+ SHADOW_TEST(su);
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF3
+
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+//use shadows
+#endif
+ }
+
+//use lighting
+#endif
+
+ frag_color = color;
+}