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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl79
1 files changed, 50 insertions, 29 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ffc41e611b..43a391631f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -52,6 +52,10 @@ layout(location=9) in highp vec4 instance_xform1;
layout(location=10) in highp vec4 instance_xform2;
layout(location=11) in lowp vec4 instance_color;
+#if defined(ENABLE_INSTANCE_CUSTOM)
+layout(location=12) in highp vec4 instance_custom_data;
+#endif
+
#endif
layout(std140) uniform SceneData { //ubo:0
@@ -157,9 +161,21 @@ out highp vec4 position_interp;
void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- highp mat4 modelview = camera_inverse_matrix * world_transform;
+
+ mat4 world_matrix = world_transform;
+
+
+#ifdef USE_INSTANCING
+
+ {
+ highp mat4 m=mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0));
+ world_matrix = world_matrix * transpose(m);
+ }
+#endif
+
vec3 normal = normal_attrib * normal_mult;
+
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 tangent = tangent_attrib.xyz;
tangent*=normal_mult;
@@ -168,6 +184,10 @@ void main() {
#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
+#if defined(USE_INSTANCING)
+ color_interp *= instance_color;
+#endif
+
#endif
#ifdef USE_SKELETON
@@ -215,40 +235,12 @@ void main() {
}
#endif
-#ifdef USE_INSTANCING
-
- {
- highp mat3x4 m=mat3x4(instance_xform0,instance_xform1,instance_xform2);
- vertex.xyz = vertex * m;
- normal = vec4(normal,0.0) * m;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- tangent.xyz = vec4(tangent.xyz,0.0) * mn;
-#endif
-#if defined(ENABLE_COLOR_INTERP)
- color_interp*=instance_color;
-#endif
- }
-#endif //USE_INSTANCING
-
-#if !defined(SKIP_TRANSFORM_USED)
-
- vertex = modelview * vertex;
- normal = normalize((modelview * vec4(normal,0.0)).xyz);
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-# if !defined(SKIP_TRANSFORM_USED)
-
- tangent=normalize((modelview * vec4(tangent,0.0)).xyz);
-# endif
vec3 binormal = normalize( cross(normal,tangent) * binormalf );
#endif
-
-
-
#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
@@ -257,16 +249,45 @@ void main() {
uv2_interp = uv2_attrib;
#endif
+#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+ highp mat4 modelview = camera_inverse_matrix * world_matrix;
+ highp mat4 local_projection = projection_matrix;
+
+//defines that make writing custom shaders easier
+#define projection_matrix local_projection
+#define world_transform world_matrix
{
VERTEX_SHADER_CODE
}
+
+
+
+#if !defined(SKIP_TRANSFORM_USED)
+
+ vertex = modelview * vertex;
+ normal = normalize((modelview * vec4(normal,0.0)).xyz);
+#endif
+
+
vertex_interp = vertex.xyz;
normal_interp = normal;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+#if !defined(SKIP_TRANSFORM_USED)
+
+ tangent = normalize((modelview * vec4(tangent,0.0)).xyz);
+ binormal = normalize((modelview * vec4(binormal,0.0)).xyz);
+
+#endif
tangent_interp = tangent;
binormal_interp = binormal;
#endif