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-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/canvas.glsl149
-rw-r--r--drivers/gles3/shaders/canvas_occlusion.glsl68
-rw-r--r--drivers/gles3/shaders/canvas_sdf.glsl205
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
5 files changed, 423 insertions, 61 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 83ffe8b1e1..b8bb08ec34 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("cubemap_filter.glsl")
+ env.GLES3_GLSL("canvas_occlusion.glsl")
+ env.GLES3_GLSL("canvas_sdf.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 23db41802e..ca806304c5 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]
@@ -213,8 +214,8 @@ void main() {
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
-//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -245,6 +246,35 @@ 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 = vec4_to_float(texture(sdf_texture, uv));
+ d *= SDF_MAX_LENGTH;
+ return d * tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ 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;
+}
+
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
@@ -299,6 +329,70 @@ 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
+
+#define SHADOW_TEST(m_uv) \
+ { \
+ highp float sd = SHADOW_DEPTH(m_uv); \
+ shadow += step(sd, shadow_uv.z / shadow_uv.w); \
+ }
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow = 0.0;
+ uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ SHADOW_TEST(shadow_uv.xy);
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ 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
+ 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_array[light_base].shadow_color);
+#ifdef LIGHT_CODE_USED
+ shadow_color.rgb *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
@@ -527,6 +621,19 @@ void main() {
}
#endif
+ 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_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
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -584,6 +691,46 @@ void main() {
light_color.a = 0.0;
}
+ 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 dist;
+ if (pos_rot.y > 0.0) {
+ if (pos_rot.x > 0.0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ dist = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ dist = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0.0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ dist = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ dist = -shadow_pos.y;
+ }
+ }
+
+ dist *= light_array[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ 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
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl
new file mode 100644
index 0000000000..512800839a
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_occlusion.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+#[modes]
+
+mode_sdf =
+mode_shadow = #define MODE_SHADOW
+mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec3 vertex;
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+out float depth;
+#endif
+
+void main() {
+ highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+#ifdef MODE_SHADOW
+ depth = dot(direction, vtx.xy);
+#endif
+ gl_Position = projection * vtx;
+}
+
+#[fragment]
+
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+in highp float depth;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+layout(location = 0) out lowp vec4 out_buf;
+#else
+layout(location = 0) out highp float out_buf;
+#endif
+
+void main() {
+ float out_depth = 1.0;
+
+#ifdef MODE_SHADOW
+ out_depth = depth / z_far;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+ out_depth = clamp(out_depth, -1.0, 1.0);
+ out_depth = out_depth * 0.5 + 0.5;
+ highp vec4 comp = fract(out_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);
+ out_buf = comp;
+#else
+ out_buf = out_depth;
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl
new file mode 100644
index 0000000000..424ec22457
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_sdf.glsl
@@ -0,0 +1,205 @@
+/* clang-format off */
+#[modes]
+
+mode_load = #define MODE_LOAD
+mode_load_shrink = #define MODE_LOAD_SHRINK
+mode_process = #define MODE_PROCESS
+mode_store = #define MODE_STORE
+mode_store_shrink = #define MODE_STORE_SHRINK
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec2 vertex_attrib;
+
+/* clang-format on */
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+void main() {
+ gl_Position = vec4(vertex_attrib, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define SDF_MAX_LENGTH 16384.0
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK)
+uniform lowp sampler2D src_pixels;//texunit:0
+#else
+uniform highp isampler2D src_process;//texunit:0
+#endif
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS)
+layout(location = 0) out ivec4 distance_field;
+#else
+layout(location = 0) out vec4 distance_field;
+#endif
+
+vec4 float_to_vec4(float p_float) {
+ highp vec4 comp = fract(p_float * 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);
+ return comp;
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_FragCoord.xy);
+
+#ifdef MODE_LOAD
+
+ bool solid = texelFetch(src_pixels, pos, 0).r > 0.5;
+ distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0);
+#endif
+
+#ifdef MODE_LOAD_SHRINK
+
+ int s = 1 << shift;
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = ivec2(32767);
+ float d = 1e20;
+ int found = 0;
+ int solid_found = 0;
+ for (int i = 0; i < s; i++) {
+ for (int j = 0; j < s; j++) {
+ ivec2 src_pos = base + ivec2(i, j);
+ if (any(greaterThanEqual(src_pos, base_size))) {
+ continue;
+ }
+ bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5;
+ if (solid) {
+ float dist = length(vec2(src_pos - center));
+ if (dist < d) {
+ d = dist;
+ rel = src_pos;
+ }
+ solid_found++;
+ }
+ found++;
+ }
+ }
+
+ if (solid_found == found) {
+ //mark solid only if all are solid
+ rel = ivec2(-32767);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_PROCESS
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ if (center != rel) {
+ //only process if it does not point to itself
+ const int ofs_table_size = 8;
+ const ivec2 ofs_table[ofs_table_size] = ivec2[](
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(+1, -1),
+
+ ivec2(-1, 0),
+ ivec2(+1, 0),
+
+ ivec2(-1, +1),
+ ivec2(0, +1),
+ ivec2(+1, +1));
+
+ float dist = length(vec2(rel - center));
+ for (int i = 0; i < ofs_table_size; i++) {
+ ivec2 src_pos = pos + ofs_table[i] * stride;
+ if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) {
+ continue;
+ }
+ ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy;
+ bool src_solid = src_rel.x < 0;
+ if (src_solid) {
+ src_rel = -src_rel - ivec2(1);
+ }
+
+ if (src_solid != solid) {
+ src_rel = ivec2(src_pos << shift); //point to itself if of different type
+ }
+
+ float src_dist = length(vec2(src_rel - center));
+ if (src_dist < dist) {
+ dist = src_dist;
+ rel = src_rel;
+ }
+ }
+ }
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_STORE
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - pos));
+
+ if (solid) {
+ d = -d;
+ }
+
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+
+#ifdef MODE_STORE_SHRINK
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - center));
+
+ if (solid) {
+ d = -d;
+ }
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
deleted file mode 100644
index 94485abd11..0000000000
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/* 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) in highp vec3 vertex;
-
-uniform highp mat4 projection_matrix;
-/* clang-format on */
-uniform highp mat4 light_matrix;
-uniform highp mat4 model_matrix;
-uniform highp float distance_norm;
-
-out highp vec4 position_interp;
-
-void main() {
- gl_Position = projection_matrix * (light_matrix * (model_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
-}