diff options
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 749 |
1 files changed, 749 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl new file mode 100644 index 0000000000..f7db1d950c --- /dev/null +++ b/drivers/gles3/shaders/canvas.glsl @@ -0,0 +1,749 @@ +/* clang-format off */ +#[modes] + +mode_quad = +mode_ninepatch = #define USE_NINEPATCH +mode_primitive = #define USE_PRIMITIVE +mode_attributes = #define USE_ATTRIBUTES + +#[specializations] + +DISABLE_LIGHTING = false + +#[vertex] + +#ifdef USE_ATTRIBUTES +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; + +#endif +/* clang-format on */ +#include "canvas_uniforms_inc.glsl" +#include "stdlib_inc.glsl" + +uniform sampler2D transforms_texture; //texunit:-1 + +out vec2 uv_interp; +out vec4 color_interp; +out vec2 vertex_interp; +flat out int draw_data_instance; + +#ifdef USE_NINEPATCH + +out vec2 pixel_size_interp; + +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(std140) uniform MaterialUniforms{ +//ubo:4 + +#MATERIAL_UNIFORMS + +}; +#endif + +#GLOBALS + +void main() { + vec4 instance_custom = vec4(0.0); + draw_data_instance = gl_InstanceID; +#ifdef USE_PRIMITIVE + + //weird bug, + //this works + vec2 vertex; + vec2 uv; + vec4 color; + + if (gl_VertexID == 0) { + vertex = draw_data[draw_data_instance].point_a; + uv = draw_data[draw_data_instance].uv_a; + color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba)); + } else if (gl_VertexID == 1) { + vertex = draw_data[draw_data_instance].point_b; + uv = draw_data[draw_data_instance].uv_b; + color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba)); + } else { + vertex = draw_data[draw_data_instance].point_c; + 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) + + 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; +#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)); + vec2 vertex_base = vertex_base_arr[gl_VertexID]; + + 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 + + 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_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 + vertex /= draw_data[draw_data_instance].color_texture_pixel_size; + } +#endif + +#ifdef USE_POINT_SIZE + float point_size = 1.0; +#endif + { +#CODE : VERTEX + } + +#ifdef USE_NINEPATCH + pixel_size_interp = abs(draw_data[draw_data_instance].dst_rect.zw) * vertex_base; +#endif + +#if !defined(SKIP_TRANSFORM_USED) + vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy; +#endif + + color_interp = color; + + if (use_pixel_snap) { + vertex = floor(vertex + 0.5); + // precision issue on some hardware creates artifacts within texture + // offset uv by a small amount to avoid + 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; + uv_interp = uv; + + gl_Position = screen_transform * vec4(vertex, 0.0, 1.0); + +#ifdef USE_POINT_SIZE + gl_PointSize = point_size; +#endif +} + +#[fragment] + +#include "canvas_uniforms_inc.glsl" +#include "stdlib_inc.glsl" + +uniform sampler2D atlas_texture; //texunit:-2 +uniform sampler2D shadow_atlas_texture; //texunit:-3 +uniform sampler2D screen_texture; //texunit:-4 +uniform sampler2D sdf_texture; //texunit:-5 +uniform sampler2D normal_texture; //texunit:-6 +uniform sampler2D specular_texture; //texunit:-7 + +uniform sampler2D color_texture; //texunit:0 + +in vec2 uv_interp; +in vec4 color_interp; +in vec2 vertex_interp; +flat in int draw_data_instance; + +#ifdef USE_NINEPATCH + +in vec2 pixel_size_interp; + +#endif + +layout(location = 0) out vec4 frag_color; + +#ifdef MATERIAL_UNIFORMS_USED +uniform MaterialUniforms{ +//ubo:4 + +#MATERIAL_UNIFORMS + +}; +#endif + +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 = texture(sdf_texture, uv).r; + 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( + texture(sdf_texture, uv + vec2(EPSILON, 0.0)).r - texture(sdf_texture, uv - vec2(EPSILON, 0.0)).r, + texture(sdf_texture, uv + vec2(0.0, EPSILON)).r - texture(sdf_texture, uv - vec2(0.0, EPSILON)).r)); +} + +vec2 sdf_to_screen_uv(vec2 p_sdf) { + return p_sdf * sdf_to_screen; +} + +#GLOBALS + +#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); + +#CODE : LIGHT + + return light; +} + +#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) { + 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 (!bool(draw_data[draw_data_instance].flags & FLAGS_NINEPACH_DRAW_CENTER)) { + draw_center--; + } + + // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum. + 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. + // Convert to offset. + 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. + // Calculate scale. + 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)); + // Convert to ratio. + float ratio = (pixel - margin_begin) / src_area; + ratio = mod(ratio * scale, 1.0); + // Scale to source texture. + return (margin_begin + ratio * dst_area) * tex_pixel_size; + } else { // Shouldn't happen, but silences compiler warning. + return 0.0; + } + } +} + +#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; + } +} + +//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; + uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK; + + if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) { + shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x; + } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) { + vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0); + shadow = 0.0; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x; + shadow /= 5.0; + } else { //PCF13 + vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0); + shadow = 0.0; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 6.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 5.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 4.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 3.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 3.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 4.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 5.0, 0.0).x; + shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 6.0, 0.0).x; + shadow /= 13.0; + } + + vec4 shadow_color = unpackUnorm4x8(light_data[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_data[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; + } +} + +float msdf_median(float r, float g, float b, float a) { + return min(max(min(r, g), min(max(r, g), b)), a); +} + +void main() { + vec4 color = color_interp; + vec2 uv = uv_interp; + vec2 vertex = vertex_interp; + +#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) + +#ifdef USE_NINEPATCH + + int draw_center = 2; + uv = vec2( + map_ninepatch_axis(pixel_size_interp.x, abs(draw_data[draw_data_instance].dst_rect.z), draw_data[draw_data_instance].color_texture_pixel_size.x, draw_data[draw_data_instance].ninepatch_margins.x, draw_data[draw_data_instance].ninepatch_margins.z, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center), + map_ninepatch_axis(pixel_size_interp.y, abs(draw_data[draw_data_instance].dst_rect.w), draw_data[draw_data_instance].color_texture_pixel_size.y, draw_data[draw_data_instance].ninepatch_margins.y, draw_data[draw_data_instance].ninepatch_margins.w, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center)); + + if (draw_center == 0) { + color.a = 0.0; + } + + uv = uv * draw_data[draw_data_instance].src_rect.zw + draw_data[draw_data_instance].src_rect.xy; //apply region if needed + +#endif + if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) { + uv = clamp(uv, draw_data[draw_data_instance].src_rect.xy, draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw)); + } + +#endif + +#ifndef USE_PRIMITIVE + if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) { + float px_range = draw_data[draw_data_instance].ninepatch_margins.x; + float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y; + //float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z; + //float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w; + + vec4 msdf_sample = texture(color_texture, uv); + vec2 msdf_size = vec2(textureSize(color_texture, 0)); + vec2 dest_size = vec2(1.0) / fwidth(uv); + float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); + float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; + + if (outline_thickness > 0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + float a = clamp((d + cr) * px_size, 0.0, 1.0); + color.a = a * color.a; + } else { + float a = clamp(d * px_size + 0.5, 0.0, 1.0); + color.a = a * color.a; + } + + } else { +#else + { +#endif + color *= texture(color_texture, uv); + } + + uint light_count = (draw_data[draw_data_instance].flags >> FLAGS_LIGHT_COUNT_SHIFT) & uint(0xF); //max 16 lights + bool using_light = light_count > uint(0) || directional_light_count > uint(0); + + vec3 normal; + +#if defined(NORMAL_USED) + bool normal_used = true; +#else + bool normal_used = false; +#endif + + if (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) { + normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); + normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); + normal_used = true; + } else { + normal = vec3(0.0, 0.0, 1.0); + } + + vec4 specular_shininess; + +#if defined(SPECULAR_SHININESS_USED) + + bool specular_shininess_used = true; +#else + bool specular_shininess_used = false; +#endif + + if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) { + specular_shininess = texture(specular_texture, uv); + specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess); + specular_shininess_used = true; + } else { + specular_shininess = vec4(1.0); + } + +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; +#else + vec2 screen_uv = vec2(0.0); +#endif + + vec3 light_vertex = vec3(vertex, 0.0); + vec2 shadow_vertex = vertex; + + { + float normal_map_depth = 1.0; + +#if defined(NORMAL_MAP_USED) + vec3 normal_map = vec3(0.0, 0.0, 1.0); + normal_used = true; +#endif + +#CODE : FRAGMENT + +#if defined(NORMAL_MAP_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_map_depth); +#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); + } + + vec3 base_color = color.rgb; + if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_LIGHT_MASK)) { + color = vec4(0.0); //invisible by default due to using light mask + } + +#ifdef MODE_LIGHT_ONLY + color = vec4(0.0); +#else + color *= canvas_modulation; +#endif + +#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED) + + for (uint i = uint(0); i < directional_light_count; i++) { + uint light_base = i; + + vec2 direction = light_data[light_base].position; + vec4 light_color = light_data[light_base].color; + +#ifdef LIGHT_CODE_USED + + vec4 shadow_modulate = vec4(1.0); + light_color = light_compute(light_vertex, vec3(direction, light_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true); +#else + + if (normal_used) { + vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_data[light_base].height)); + light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); + } +#endif + + if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[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_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[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 = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) { + if (i >= light_count) { + break; + } + uint light_base; + if (i < uint(8)) { + if (i < uint(4)) { + light_base = draw_data[draw_data_instance].lights.x; + } else { + light_base = draw_data[draw_data_instance].lights.y; + } + } else { + if (i < uint(12)) { + light_base = draw_data[draw_data_instance].lights.z; + } else { + light_base = draw_data[draw_data_instance].lights.w; + } + } + light_base >>= (i & uint(3)) * uint(8); + light_base &= uint(0xFF); + + vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_data[light_base].texture_matrix[0], light_data[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_data[light_base].atlas_rect.zw + light_data[light_base].atlas_rect.xy; + vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0); + vec4 light_base_color = light_data[light_base].color; + +#ifdef LIGHT_CODE_USED + + vec4 shadow_modulate = vec4(1.0); + vec3 light_position = vec3(light_data[light_base].position, light_data[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, color, false); +#else + + light_color.rgb *= light_base_color.rgb * light_base_color.a; + + if (normal_used) { + vec3 light_pos = vec3(light_data[light_base].position, light_data[light_base].height); + vec3 pos = light_vertex; + vec3 light_vec = normalize(light_pos - pos); + float cNdotL = max(0.0, dot(normal, light_vec)); + + light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); + } +#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_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[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 distance; + if (pos_rot.y > 0) { + if (pos_rot.x > 0) { + tex_ofs = pos_box.y * 0.125 + 0.125; + distance = shadow_pos.x; + } else { + tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125); + distance = shadow_pos.y; + } + } else { + if (pos_rot.x < 0) { + tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); + distance = -shadow_pos.x; + } else { + tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125); + distance = -shadow_pos.y; + } + } + + distance *= light_data[light_base].shadow_zfar_inv; + + //float distance = length(shadow_pos); + vec4 shadow_uv = vec4(tex_ofs, light_data[light_base].shadow_y_ofs, distance, 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 // UNSHADED + + frag_color = color; +} |