diff options
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 21 |
1 files changed, 5 insertions, 16 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index cdae05a516..a61ea1587d 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -19,9 +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; @@ -81,8 +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; @@ -93,9 +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; @@ -110,7 +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 @@ -297,11 +288,9 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig #endif -#define SHADOW_TEST(m_uv) \ - { \ - highp float sd = SHADOW_DEPTH(m_uv); \ - shadow += step(sd, shadow_uv.z / shadow_uv.w); \ - } +/* 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 @@ -341,7 +330,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv shadow /= 13.0; } - vec4 shadow_color = unpackUnorm4x8(light_array[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 @@ -508,7 +497,7 @@ 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); |