diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 23 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
2 files changed, 14 insertions, 11 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 9116868f68..07ee9cd010 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -397,26 +397,29 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo draw_center--; } - if (np_repeat == 0) { //stretch - //convert to ratio + // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum. + if (np_repeat == 0) { // Stretch. + // Convert to ratio. float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end); - //scale to source texture + // 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 ratio + } else if (np_repeat == 1) { // Tile. + // Convert to offset. float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end); - //scale to source texture + // Scale to source texture. return (margin_begin + ofs) * tex_pixel_size; - } else if (np_repeat == 2) { //tile fit - //convert to ratio + } else if (np_repeat == 2) { // Tile Fit. + // Calculate scale. float src_area = draw_size - screen_margin_begin - screen_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 + // Convert to ratio. float ratio = (pixel - screen_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; } } } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 63b2938551..a330dbef77 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1260,7 +1260,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; float omni_attenuation; if (normalized_distance < 1.0) { - omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w); + omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w); } else { omni_attenuation = 0.0; } |