summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/canvas.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r--drivers/gles3/shaders/canvas.glsl360
1 files changed, 174 insertions, 186 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 9c426dd3ef..c1c26ed963 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]
@@ -18,15 +19,11 @@ 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 = 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;
+layout(location = 1) in highp vec4 instance_xform0;
+layout(location = 2) in highp vec4 instance_xform1;
+layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D
#endif
@@ -44,8 +41,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:4
#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;
@@ -61,20 +56,18 @@ out vec2 pixel_size_interp;
void main() {
vec4 instance_custom = vec4(0.0);
- draw_data_instance = gl_InstanceID;
-#ifdef USE_PRIMITIVE
- //weird bug,
- //this works
+#ifdef USE_PRIMITIVE
+ draw_data_instance = gl_InstanceID;
vec2 vertex;
vec2 uv;
vec4 color;
- if (gl_VertexID == 0) {
+ if (gl_VertexID % 3 == 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) {
+ } else if (gl_VertexID % 3 == 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));
@@ -83,10 +76,9 @@ 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;
#ifdef USE_INSTANCING
draw_data_instance = 0;
#endif
@@ -94,23 +86,20 @@ 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;
- instance_custom = instance_custom_data;
+ instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
#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));
- vec2 vertex_base = vertex_base_arr[gl_VertexID];
+ draw_data_instance = gl_VertexID / 6;
+ vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
+ vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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
@@ -127,6 +116,8 @@ void main() {
}
#endif
+ vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
+
#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
@@ -151,48 +142,6 @@ 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;
@@ -210,8 +159,10 @@ void main() {
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
+#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
@@ -241,13 +192,19 @@ layout(std140) uniform MaterialUniforms{
};
#endif
+#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 = texture(sdf_texture, uv).r;
+ float d = vec4_to_float(texture(sdf_texture, uv));
d *= SDF_MAX_LENGTH;
return d * tex_to_sdf;
}
@@ -257,16 +214,15 @@ vec2 texture_sdf_normal(vec2 p_sdf) {
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));
+ 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;
}
-#GLOBALS
-
+#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
vec4 light_compute(
@@ -281,6 +237,14 @@ vec4 light_compute(
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
@@ -289,49 +253,6 @@ vec4 light_compute(
#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));
@@ -355,6 +276,20 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
}
}
+#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
+
+/* clang-format off */
+#define SHADOW_TEST(m_uv) { highp float sd = SHADOW_DEPTH(m_uv); shadow += step(sd, shadow_uv.z / shadow_uv.w); }
+/* clang-format on */
+
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
#ifdef LIGHT_CODE_USED
@@ -362,40 +297,38 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
vec3 shadow_modulate
#endif
) {
- float shadow;
- uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+ float shadow = 0.0;
+ uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
+ SHADOW_TEST(shadow_uv.xy);
} 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;
+ 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
- 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;
+ 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_data[light_base].shadow_color);
+ vec4 shadow_color = godot_unpackUnorm4x8(light_array[light_base].shadow_color);
#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
@@ -406,7 +339,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
}
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;
+ uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
switch (blend_mode) {
case LIGHT_FLAGS_BLEND_MODE_ADD: {
@@ -421,6 +354,51 @@ void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
}
}
+#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
+
float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
}
@@ -473,7 +451,13 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
-
+ } else if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_LCD)) {
+ vec4 lcd_sample = texture(color_texture, uv);
+ if (lcd_sample.a == 1.0) {
+ color.rgb = lcd_sample.rgb * color.a;
+ } else {
+ color = vec4(0.0, 0.0, 0.0, 0.0);
+ }
} else {
#else
{
@@ -481,8 +465,8 @@ void main() {
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);
+ 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;
@@ -511,7 +495,7 @@ void main() {
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 *= godot_unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess);
specular_shininess_used = true;
} else {
specular_shininess = vec4(1.0);
@@ -523,6 +507,8 @@ void main() {
vec2 screen_uv = vec2(0.0);
#endif
+ vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
+
vec3 light_vertex = vec3(vertex, 0.0);
vec2 shadow_vertex = vertex;
@@ -548,10 +534,7 @@ void main() {
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
- }
+ vec4 base_color = color;
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
@@ -561,28 +544,32 @@ void main() {
#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
- for (uint i = uint(0); i < directional_light_count; i++) {
+ // Directional Lights
+
+ for (uint i = 0u; i < directional_light_count; i++) {
uint light_base = i;
- vec2 direction = light_data[light_base].position;
- vec4 light_color = light_data[light_base].color;
+ 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_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
+ 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_data[light_base].height));
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_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_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.
+ 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_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[light_base].shadow_zfar_inv, 1.0);
+ 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
@@ -597,50 +584,51 @@ void main() {
// Positional Lights
- for (uint i = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) {
+ for (uint i = 0u; 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;
+ if (i < 8u) {
+ if (i < 4u) {
+ light_base = draw_data[draw_data_instance].lights[0];
} else {
- light_base = draw_data[draw_data_instance].lights.y;
+ light_base = draw_data[draw_data_instance].lights[1];
}
} else {
- if (i < uint(12)) {
- light_base = draw_data[draw_data_instance].lights.z;
+ if (i < 12u) {
+ light_base = draw_data[draw_data_instance].lights[2];
} else {
- light_base = draw_data[draw_data_instance].lights.w;
+ light_base = draw_data[draw_data_instance].lights[3];
}
}
- light_base >>= (i & uint(3)) * uint(8);
+ light_base >>= (i & 3u) * 8u;
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;
+ 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_data[light_base].color;
+ vec4 light_base_color = light_array[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);
+ 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, color, false);
+ 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_data[light_base].position, light_data[light_base].height);
+ 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);
- 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);
+ 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)))) {
@@ -648,37 +636,37 @@ void main() {
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.
+ 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 distance;
+ float dist;
if (pos_rot.y > 0.0) {
if (pos_rot.x > 0.0) {
tex_ofs = pos_box.y * 0.125 + 0.125;
- distance = shadow_pos.x;
+ dist = shadow_pos.x;
} else {
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
- distance = shadow_pos.y;
+ dist = shadow_pos.y;
}
} else {
if (pos_rot.x < 0.0) {
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
- distance = -shadow_pos.x;
+ dist = -shadow_pos.x;
} else {
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
- distance = -shadow_pos.y;
+ dist = -shadow_pos.y;
}
}
- distance *= light_data[light_base].shadow_zfar_inv;
+ dist *= light_array[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);
+ 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
@@ -690,7 +678,7 @@ void main() {
light_blend_compute(light_base, light_color, color.rgb);
}
-#endif // UNSHADED
+#endif
frag_color = color;
}