diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 15 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 13 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 12 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 7 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 7 |
5 files changed, 44 insertions, 10 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e97ce62daa..31bae66278 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -90,7 +90,6 @@ uniform int h_frames; uniform int v_frames; #endif -VERTEX_SHADER_GLOBALS #if defined(USE_MATERIAL) @@ -102,6 +101,8 @@ MATERIAL_UNIFORMS #endif +VERTEX_SHADER_GLOBALS + void main() { vec4 vertex_color = color_attrib; @@ -211,6 +212,11 @@ uniform sampler2D screen_texture; // texunit:-3 #endif +#if defined(SCREEN_UV_USED) + +uniform vec2 screen_pixel_size; +#endif + layout(std140) uniform CanvasItemData { highp mat4 projection_matrix; @@ -256,7 +262,7 @@ const bool at_light_pass = false; uniform mediump vec4 final_modulate; -FRAGMENT_SHADER_GLOBALS + layout(location=0) out mediump vec4 frag_color; @@ -272,6 +278,7 @@ MATERIAL_UNIFORMS #endif +FRAGMENT_SHADER_GLOBALS void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) { @@ -410,8 +417,8 @@ void main() { -#if defined(ENABLE_SCREEN_UV) - vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; #endif diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index b0fb525e20..a7c388815d 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -17,6 +17,12 @@ out vec2 uv_interp; out vec2 uv2_interp; +#ifdef USE_COPY_SECTION + +uniform vec4 copy_section; + +#endif + void main() { #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) @@ -30,6 +36,13 @@ void main() { #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; + +#ifdef USE_COPY_SECTION + + uv_interp = copy_section.xy + uv_interp * copy_section.zw; + gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; +#endif + } [fragment] diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 89afa12f60..8ca8e21f11 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -6,11 +6,21 @@ layout(location=4) in vec2 uv_in; out vec2 uv_interp; +#ifdef USE_BLUR_SECTION + +uniform vec4 blur_section; + +#endif void main() { - uv_interp = uv_in; + uv_interp = uv_in; gl_Position = vertex_attrib; +#ifdef USE_BLUR_SECTION + + uv_interp = blur_section.xy + uv_interp * blur_section.zw; + gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; +#endif } [fragment] diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index ec2577538c..6a977a201e 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -47,7 +47,6 @@ out highp vec4 out_xform_1; //tfb: out highp vec4 out_xform_2; //tfb: out highp vec4 out_xform_3; //tfb: -VERTEX_SHADER_GLOBALS #if defined(USE_MATERIAL) @@ -59,6 +58,9 @@ MATERIAL_UNIFORMS #endif + +VERTEX_SHADER_GLOBALS + uint hash(uint x) { x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); @@ -233,7 +235,6 @@ VERTEX_SHADER_CODE //any code here is never executed, stuff is filled just so it works -FRAGMENT_SHADER_GLOBALS #if defined(USE_MATERIAL) @@ -245,6 +246,8 @@ MATERIAL_UNIFORMS #endif +FRAGMENT_SHADER_GLOBALS + void main() { { diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index a047e693cb..40a295bc83 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -146,7 +146,7 @@ out vec3 binormal_interp; #endif -VERTEX_SHADER_GLOBALS + #if defined(USE_MATERIAL) @@ -159,6 +159,8 @@ MATERIAL_UNIFORMS #endif +VERTEX_SHADER_GLOBALS + #ifdef RENDER_DEPTH_DUAL_PARABOLOID out highp float dp_clip; @@ -418,8 +420,6 @@ layout(std140) uniform Radiance { //ubo:2 /* Material Uniforms */ -FRAGMENT_SHADER_GLOBALS - #if defined(USE_MATERIAL) @@ -431,6 +431,7 @@ MATERIAL_UNIFORMS #endif +FRAGMENT_SHADER_GLOBALS layout(std140) uniform SceneData { |