diff options
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 372 |
1 files changed, 318 insertions, 54 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index a177112476..60139de472 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING #[specializations] DISABLE_LIGHTING = false +USE_RGBA_SHADOWS = false #[vertex] @@ -18,9 +19,6 @@ layout(location = 0) in vec2 vertex_attrib; layout(location = 3) in vec4 color_attrib; 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 = 1) in highp vec4 instance_xform0; @@ -80,8 +78,6 @@ void main() { uv = draw_data[draw_data_instance].uv_c; color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba)); } - uvec4 bones = uvec4(0, 0, 0, 0); - vec4 bone_weights = vec4(0.0); #elif defined(USE_ATTRIBUTES) draw_data_instance = gl_InstanceID; @@ -92,9 +88,6 @@ void main() { 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 vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y)); color *= instance_color; @@ -109,7 +102,6 @@ void main() { vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy); vec4 color = draw_data[draw_data_instance].modulation; vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0))); - uvec4 bones = uvec4(0, 0, 0, 0); #endif @@ -152,48 +144,6 @@ void main() { uv += 1e-5; } -#ifdef USE_ATTRIBUTES -#if 0 - if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone - //skeleton transform - ivec4 bone_indicesi = ivec4(bone_indices); - - uvec2 tex_ofs = bone_indicesi.x * 2; - - mat2x4 m; - m = mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.x; - - tex_ofs = bone_indicesi.y * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.y; - - tex_ofs = bone_indicesi.z * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.z; - - tex_ofs = bone_indicesi.w * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.w; - - mat4 bone_matrix = skeleton_data.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_data.skeleton_transform_inverse; - - //outvec = bone_matrix * outvec; - } -#endif -#endif - vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy; vertex_interp = vertex; @@ -211,8 +161,10 @@ void main() { #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" -//uniform sampler2D atlas_texture; //texunit:-2 -//uniform sampler2D shadow_atlas_texture; //texunit:-3 +#ifndef DISABLE_LIGHTING +uniform sampler2D atlas_texture; //texunit:-2 +uniform sampler2D shadow_atlas_texture; //texunit:-3 +#endif // DISABLE_LIGHTING uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D sdf_texture; //texunit:-5 uniform sampler2D normal_texture; //texunit:-6 @@ -244,6 +196,170 @@ layout(std140) uniform MaterialUniforms{ #GLOBALS +float vec4_to_float(vec4 p_vec) { + return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0; +} + +vec2 screen_uv_to_sdf(vec2 p_uv) { + return screen_to_sdf * p_uv; +} + +float texture_sdf(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + float d = vec4_to_float(texture(sdf_texture, uv)); + d *= SDF_MAX_LENGTH; + return d * tex_to_sdf; +} + +vec2 texture_sdf_normal(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + + const float EPSILON = 0.001; + return normalize(vec2( + vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))), + vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON))))); +} + +vec2 sdf_to_screen_uv(vec2 p_sdf) { + return p_sdf * sdf_to_screen; +} + +#ifndef DISABLE_LIGHTING +#ifdef LIGHT_CODE_USED + +vec4 light_compute( + vec3 light_vertex, + vec3 light_position, + vec3 normal, + vec4 light_color, + float light_energy, + vec4 specular_shininess, + inout vec4 shadow_modulate, + vec2 screen_uv, + vec2 uv, + vec4 color, bool is_directional) { + vec4 light = vec4(0.0); + vec3 light_direction = vec3(0.0); + + if (is_directional) { + light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z)); + light_position = vec3(0.0); + } else { + light_direction = normalize(light_position - light_vertex); + } + +#CODE : LIGHT + + return light; +} + +#endif + +vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) { + float cNdotL = max(0.0, dot(normal, light_vec)); + + if (specular_shininess_used) { + //blinn + vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough + vec3 half_vec = normalize(view + light_vec); + + float cNdotV = max(dot(normal, view), 0.0); + float cNdotH = max(dot(normal, half_vec), 0.0); + float cVdotH = max(dot(view, half_vec), 0.0); + float cLdotH = max(dot(light_vec, half_vec), 0.0); + float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25; + float blinn = pow(cNdotH, shininess); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); + float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + + return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL; + } else { + return light_color * base_color * cNdotL; + } +} + +#ifdef USE_RGBA_SHADOWS + +#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0) + +#else + +#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r) + +#endif + +#define SHADOW_TEST(m_uv) \ + { \ + highp float sd = SHADOW_DEPTH(m_uv); \ + shadow += step(sd, shadow_uv.z / shadow_uv.w); \ + } + +//float distance = length(shadow_pos); +vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv +#ifdef LIGHT_CODE_USED + , + vec3 shadow_modulate +#endif +) { + float shadow = 0.0; + uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK; + + if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) { + SHADOW_TEST(shadow_uv.xy); + } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) { + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + shadow /= 5.0; + } else { //PCF13 + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0); + shadow /= 13.0; + } + + vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color); +#ifdef LIGHT_CODE_USED + shadow_color.rgb *= shadow_modulate; +#endif + + shadow_color.a *= light_color.a; //respect light alpha + + return mix(light_color, shadow_color, shadow); +} + +void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) { + uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK; + + switch (blend_mode) { + case LIGHT_FLAGS_BLEND_MODE_ADD: { + color.rgb += light_color.rgb * light_color.a; + } break; + case LIGHT_FLAGS_BLEND_MODE_SUB: { + color.rgb -= light_color.rgb * light_color.a; + } break; + case LIGHT_FLAGS_BLEND_MODE_MIX: { + color.rgb = mix(color.rgb, light_color.rgb, light_color.a); + } break; + } +} + +#endif + #ifdef USE_NINEPATCH 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) { @@ -353,7 +469,8 @@ void main() { color *= texture(color_texture, uv); } - bool using_light = false; + uint light_count = (draw_data[draw_data_instance].flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights + bool using_light = light_count > 0u || directional_light_count > 0u; vec3 normal; @@ -414,11 +531,158 @@ void main() { #endif } + if (normal_used) { + //convert by item transform + normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy; + //convert by canvas transform + normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz); + } + + vec4 base_color = color; + #ifdef MODE_LIGHT_ONLY color = vec4(0.0); #else color *= canvas_modulation; #endif +#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED) + + // Directional Lights + + for (uint i = 0u; i < directional_light_count; i++) { + uint light_base = i; + + vec2 direction = light_array[light_base].position; + vec4 light_color = light_array[light_base].color; + +#ifdef LIGHT_CODE_USED + + vec4 shadow_modulate = vec4(1.0); + light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true); +#else + + if (normal_used) { + vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height)); + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; + } +#endif + + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + + light_blend_compute(light_base, light_color, color.rgb); + } + + // Positional Lights + + for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) { + if (i >= light_count) { + break; + } + uint light_base; + if (i < 8u) { + if (i < 4u) { + light_base = draw_data[draw_data_instance].lights[0]; + } else { + light_base = draw_data[draw_data_instance].lights[1]; + } + } else { + if (i < 12u) { + light_base = draw_data[draw_data_instance].lights[2]; + } else { + light_base = draw_data[draw_data_instance].lights[3]; + } + } + light_base >>= (i & 3u) * 8u; + light_base &= uint(0xFF); + + vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + vec2 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy; + vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0); + vec4 light_base_color = light_array[light_base].color; + +#ifdef LIGHT_CODE_USED + + vec4 shadow_modulate = vec4(1.0); + vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height); + + light_color.rgb *= light_base_color.rgb; + light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false); +#else + + light_color.rgb *= light_base_color.rgb * light_base_color.a; + + if (normal_used) { + vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height); + vec3 pos = light_vertex; + vec3 light_vec = normalize(light_pos - pos); + + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; + } +#endif + if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) { + //if outside the light texture, light color is zero + light_color.a = 0.0; + } + + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec2 pos_norm = normalize(shadow_pos); + vec2 pos_abs = abs(pos_norm); + vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y); + vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? + float tex_ofs; + float dist; + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { + tex_ofs = pos_box.y * 0.125 + 0.125; + dist = shadow_pos.x; + } else { + tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125); + dist = shadow_pos.y; + } + } else { + if (pos_rot.x < 0.0) { + tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); + dist = -shadow_pos.x; + } else { + tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125); + dist = -shadow_pos.y; + } + } + + dist *= light_array[light_base].shadow_zfar_inv; + + //float distance = length(shadow_pos); + vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + + light_blend_compute(light_base, light_color, color.rgb); + } +#endif + frag_color = color; } |