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path: root/drivers/gles3/shaders/canvas_shadow.glsl
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Diffstat (limited to 'drivers/gles3/shaders/canvas_shadow.glsl')
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
1 files changed, 60 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
new file mode 100644
index 0000000000..2b3be43f6e
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -0,0 +1,60 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+layout(location = 0) highp vec3 vertex;
+
+uniform highp mat4 projection_matrix;
+/* clang-format on */
+uniform highp mat4 light_matrix;
+uniform highp mat4 world_matrix;
+uniform highp float distance_norm;
+
+out highp vec4 position_interp;
+
+void main() {
+ gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ position_interp = gl_Position;
+}
+
+/* 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
+
+in highp vec4 position_interp;
+/* clang-format on */
+
+void main() {
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
+
+#ifdef USE_RGBA_SHADOWS
+
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ frag_color = comp;
+#else
+
+ frag_color = vec4(depth);
+#endif
+}