summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/SCsub7
-rw-r--r--drivers/gles3/shaders/canvas.glsl749
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl120
-rw-r--r--drivers/gles3/shaders/copy.glsl204
-rw-r--r--drivers/gles3/shaders/cube_to_dp.glsl100
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl214
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl291
-rw-r--r--drivers/gles3/shaders/lens_distorted.glsl86
-rw-r--r--drivers/gles3/shaders/scene.glsl2153
-rw-r--r--drivers/gles3/shaders/stdlib_inc.glsl58
-rw-r--r--drivers/gles3/shaders/tonemap.glsl313
12 files changed, 4355 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
new file mode 100644
index 0000000000..2f56b77bdc
--- /dev/null
+++ b/drivers/gles3/shaders/SCsub
@@ -0,0 +1,7 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "GLES3_GLSL" in env["BUILDERS"]:
+ env.GLES3_GLSL("canvas.glsl")
+ env.GLES3_GLSL("copy.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
new file mode 100644
index 0000000000..f7db1d950c
--- /dev/null
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -0,0 +1,749 @@
+/* clang-format off */
+#[modes]
+
+mode_quad =
+mode_ninepatch = #define USE_NINEPATCH
+mode_primitive = #define USE_PRIMITIVE
+mode_attributes = #define USE_ATTRIBUTES
+
+#[specializations]
+
+DISABLE_LIGHTING = false
+
+#[vertex]
+
+#ifdef USE_ATTRIBUTES
+layout(location = 0) in vec2 vertex_attrib;
+layout(location = 3) in vec4 color_attrib;
+layout(location = 4) in vec2 uv_attrib;
+
+layout(location = 10) in uvec4 bone_attrib;
+layout(location = 11) in vec4 weight_attrib;
+
+#endif
+/* clang-format on */
+#include "canvas_uniforms_inc.glsl"
+#include "stdlib_inc.glsl"
+
+uniform sampler2D transforms_texture; //texunit:-1
+
+out vec2 uv_interp;
+out vec4 color_interp;
+out vec2 vertex_interp;
+flat out int draw_data_instance;
+
+#ifdef USE_NINEPATCH
+
+out vec2 pixel_size_interp;
+
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{
+//ubo:4
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+ draw_data_instance = gl_InstanceID;
+#ifdef USE_PRIMITIVE
+
+ //weird bug,
+ //this works
+ vec2 vertex;
+ vec2 uv;
+ vec4 color;
+
+ if (gl_VertexID == 0) {
+ vertex = draw_data[draw_data_instance].point_a;
+ uv = draw_data[draw_data_instance].uv_a;
+ color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba));
+ } else if (gl_VertexID == 1) {
+ vertex = draw_data[draw_data_instance].point_b;
+ uv = draw_data[draw_data_instance].uv_b;
+ color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba));
+ } else {
+ vertex = draw_data[draw_data_instance].point_c;
+ uv = draw_data[draw_data_instance].uv_c;
+ color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba));
+ }
+ uvec4 bones = uvec4(0, 0, 0, 0);
+ vec4 bone_weights = vec4(0.0);
+
+#elif defined(USE_ATTRIBUTES)
+
+ vec2 vertex = vertex_attrib;
+ vec4 color = color_attrib * draw_data[draw_data_instance].modulation;
+ vec2 uv = uv_attrib;
+
+ uvec4 bones = bone_attrib;
+ vec4 bone_weights = weight_attrib;
+#else
+
+ vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ vec2 vertex_base = vertex_base_arr[gl_VertexID];
+
+ vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
+ vec4 color = draw_data[draw_data_instance].modulation;
+ vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0)));
+ uvec4 bones = uvec4(0, 0, 0, 0);
+
+#endif
+
+ mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
+
+ // MultiMeshes don't batch, so always read from draw_data[0]
+ uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
+
+#ifdef USE_ATTRIBUTES
+/*
+ if (instancing > 1) {
+ // trails
+
+ uint stride = 2 + 1 + 1; //particles always uses this format
+
+ uint trail_size = instancing;
+
+ uint offset = trail_size * stride * gl_InstanceID;
+
+ vec4 pcolor;
+ vec2 new_vertex;
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
+ pcolor = transforms.data[boffset + 2] * weight_attrib.x;
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.y;
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.z;
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.w;
+ }
+
+ instance_custom = transforms.data[offset + 3];
+
+ vertex = new_vertex;
+ color *= pcolor;
+ } else*/
+#endif // USE_ATTRIBUTES
+/*
+ {
+ if (instancing == 1) {
+ uint stride = 2;
+ {
+ if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ stride += 1;
+ }
+ if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceID;
+
+ mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+
+ if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ color *= transforms.data[offset];
+ offset += 1;
+ }
+
+ if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+ matrix = transpose(matrix);
+ model_matrix = model_matrix * matrix;
+ }
+ }
+*/
+#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
+ if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_PARTICLES)) {
+ //scale by texture size
+ vertex /= draw_data[draw_data_instance].color_texture_pixel_size;
+ }
+#endif
+
+#ifdef USE_POINT_SIZE
+ float point_size = 1.0;
+#endif
+ {
+#CODE : VERTEX
+ }
+
+#ifdef USE_NINEPATCH
+ pixel_size_interp = abs(draw_data[draw_data_instance].dst_rect.zw) * vertex_base;
+#endif
+
+#if !defined(SKIP_TRANSFORM_USED)
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
+#endif
+
+ color_interp = color;
+
+ if (use_pixel_snap) {
+ vertex = floor(vertex + 0.5);
+ // precision issue on some hardware creates artifacts within texture
+ // offset uv by a small amount to avoid
+ uv += 1e-5;
+ }
+
+#ifdef USE_ATTRIBUTES
+#if 0
+ if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
+ //skeleton transform
+ ivec4 bone_indicesi = ivec4(bone_indices);
+
+ uvec2 tex_ofs = bone_indicesi.x * 2;
+
+ mat2x4 m;
+ m = mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.x;
+
+ tex_ofs = bone_indicesi.y * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.y;
+
+ tex_ofs = bone_indicesi.z * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.z;
+
+ tex_ofs = bone_indicesi.w * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.w;
+
+ mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
+
+ //outvec = bone_matrix * outvec;
+ }
+#endif
+#endif
+
+ vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
+
+ vertex_interp = vertex;
+ uv_interp = uv;
+
+ gl_Position = screen_transform * vec4(vertex, 0.0, 1.0);
+
+#ifdef USE_POINT_SIZE
+ gl_PointSize = point_size;
+#endif
+}
+
+#[fragment]
+
+#include "canvas_uniforms_inc.glsl"
+#include "stdlib_inc.glsl"
+
+uniform sampler2D atlas_texture; //texunit:-2
+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
+uniform sampler2D specular_texture; //texunit:-7
+
+uniform sampler2D color_texture; //texunit:0
+
+in vec2 uv_interp;
+in vec4 color_interp;
+in vec2 vertex_interp;
+flat in int draw_data_instance;
+
+#ifdef USE_NINEPATCH
+
+in vec2 pixel_size_interp;
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+#ifdef MATERIAL_UNIFORMS_USED
+uniform MaterialUniforms{
+//ubo:4
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+
+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 = texture(sdf_texture, uv).r;
+ 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(
+ texture(sdf_texture, uv + vec2(EPSILON, 0.0)).r - texture(sdf_texture, uv - vec2(EPSILON, 0.0)).r,
+ texture(sdf_texture, uv + vec2(0.0, EPSILON)).r - texture(sdf_texture, uv - vec2(0.0, EPSILON)).r));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * sdf_to_screen;
+}
+
+#GLOBALS
+
+#ifdef LIGHT_CODE_USED
+
+vec4 light_compute(
+ vec3 light_vertex,
+ vec3 light_position,
+ vec3 normal,
+ vec4 light_color,
+ float light_energy,
+ vec4 specular_shininess,
+ inout vec4 shadow_modulate,
+ vec2 screen_uv,
+ vec2 uv,
+ vec4 color, bool is_directional) {
+ vec4 light = vec4(0.0);
+
+#CODE : LIGHT
+
+ return light;
+}
+
+#endif
+
+#ifdef USE_NINEPATCH
+
+float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
+ float tex_size = 1.0 / tex_pixel_size;
+
+ if (pixel < margin_begin) {
+ return pixel * tex_pixel_size;
+ } else if (pixel >= draw_size - margin_end) {
+ return (tex_size - (draw_size - pixel)) * tex_pixel_size;
+ } else {
+ if (!bool(draw_data[draw_data_instance].flags & FLAGS_NINEPACH_DRAW_CENTER)) {
+ draw_center--;
+ }
+
+ // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
+ if (np_repeat == 0) { // Stretch.
+ // Convert to ratio.
+ float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
+ // 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 offset.
+ float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
+ // Scale to source texture.
+ return (margin_begin + ofs) * tex_pixel_size;
+ } else if (np_repeat == 2) { // Tile Fit.
+ // Calculate scale.
+ float src_area = draw_size - margin_begin - 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.
+ float ratio = (pixel - 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;
+ }
+ }
+}
+
+#endif
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//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;
+ uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow /= 5.0;
+ } else { //PCF13
+ vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_data[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_data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+float msdf_median(float r, float g, float b, float a) {
+ return min(max(min(r, g), min(max(r, g), b)), a);
+}
+
+void main() {
+ vec4 color = color_interp;
+ vec2 uv = uv_interp;
+ vec2 vertex = vertex_interp;
+
+#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
+
+#ifdef USE_NINEPATCH
+
+ int draw_center = 2;
+ uv = vec2(
+ map_ninepatch_axis(pixel_size_interp.x, abs(draw_data[draw_data_instance].dst_rect.z), draw_data[draw_data_instance].color_texture_pixel_size.x, draw_data[draw_data_instance].ninepatch_margins.x, draw_data[draw_data_instance].ninepatch_margins.z, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
+ map_ninepatch_axis(pixel_size_interp.y, abs(draw_data[draw_data_instance].dst_rect.w), draw_data[draw_data_instance].color_texture_pixel_size.y, draw_data[draw_data_instance].ninepatch_margins.y, draw_data[draw_data_instance].ninepatch_margins.w, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
+
+ if (draw_center == 0) {
+ color.a = 0.0;
+ }
+
+ uv = uv * draw_data[draw_data_instance].src_rect.zw + draw_data[draw_data_instance].src_rect.xy; //apply region if needed
+
+#endif
+ if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) {
+ uv = clamp(uv, draw_data[draw_data_instance].src_rect.xy, draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw));
+ }
+
+#endif
+
+#ifndef USE_PRIMITIVE
+ if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) {
+ float px_range = draw_data[draw_data_instance].ninepatch_margins.x;
+ float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y;
+ //float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z;
+ //float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w;
+
+ vec4 msdf_sample = texture(color_texture, uv);
+ vec2 msdf_size = vec2(textureSize(color_texture, 0));
+ vec2 dest_size = vec2(1.0) / fwidth(uv);
+ float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
+ float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
+
+ if (outline_thickness > 0) {
+ float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range;
+ float a = clamp((d + cr) * px_size, 0.0, 1.0);
+ color.a = a * color.a;
+ } else {
+ float a = clamp(d * px_size + 0.5, 0.0, 1.0);
+ color.a = a * color.a;
+ }
+
+ } else {
+#else
+ {
+#endif
+ color *= texture(color_texture, uv);
+ }
+
+ uint light_count = (draw_data[draw_data_instance].flags >> FLAGS_LIGHT_COUNT_SHIFT) & uint(0xF); //max 16 lights
+ bool using_light = light_count > uint(0) || directional_light_count > uint(0);
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ normal_used = true;
+ } else {
+ normal = vec3(0.0, 0.0, 1.0);
+ }
+
+ vec4 specular_shininess;
+
+#if defined(SPECULAR_SHININESS_USED)
+
+ bool specular_shininess_used = true;
+#else
+ bool specular_shininess_used = false;
+#endif
+
+ if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ specular_shininess = texture(specular_texture, uv);
+ specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess);
+ specular_shininess_used = true;
+ } else {
+ specular_shininess = vec4(1.0);
+ }
+
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#else
+ vec2 screen_uv = vec2(0.0);
+#endif
+
+ vec3 light_vertex = vec3(vertex, 0.0);
+ vec2 shadow_vertex = vertex;
+
+ {
+ float normal_map_depth = 1.0;
+
+#if defined(NORMAL_MAP_USED)
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
+#endif
+
+#CODE : FRAGMENT
+
+#if defined(NORMAL_MAP_USED)
+ normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
+#endif
+ }
+
+ if (normal_used) {
+ //convert by item transform
+ normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
+ //convert by canvas transform
+ normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
+ }
+
+ vec3 base_color = color.rgb;
+ if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_LIGHT_MASK)) {
+ color = vec4(0.0); //invisible by default due to using light mask
+ }
+
+#ifdef MODE_LIGHT_ONLY
+ color = vec4(0.0);
+#else
+ color *= canvas_modulation;
+#endif
+
+#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ for (uint i = uint(0); i < directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_data[light_base].position;
+ vec4 light_color = light_data[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, vec3(direction, light_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[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_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[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);
+ }
+
+ // Positional Lights
+
+ for (uint i = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) {
+ if (i >= light_count) {
+ break;
+ }
+ uint light_base;
+ if (i < uint(8)) {
+ if (i < uint(4)) {
+ light_base = draw_data[draw_data_instance].lights.x;
+ } else {
+ light_base = draw_data[draw_data_instance].lights.y;
+ }
+ } else {
+ if (i < uint(12)) {
+ light_base = draw_data[draw_data_instance].lights.z;
+ } else {
+ light_base = draw_data[draw_data_instance].lights.w;
+ }
+ }
+ light_base >>= (i & uint(3)) * uint(8);
+ light_base &= uint(0xFF);
+
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_data[light_base].texture_matrix[0], light_data[light_base].texture_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 tex_uv_atlas = tex_uv * light_data[light_base].atlas_rect.zw + light_data[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
+ vec4 light_base_color = light_data[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ vec3 light_position = vec3(light_data[light_base].position, light_data[light_base].height);
+
+ light_color.rgb *= light_base_color.rgb;
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
+#else
+
+ light_color.rgb *= light_base_color.rgb * light_base_color.a;
+
+ if (normal_used) {
+ vec3 light_pos = vec3(light_data[light_base].position, light_data[light_base].height);
+ vec3 pos = light_vertex;
+ vec3 light_vec = normalize(light_pos - pos);
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+ if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
+ //if outside the light texture, light color is zero
+ light_color.a = 0.0;
+ }
+
+ if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[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 distance;
+ if (pos_rot.y > 0) {
+ if (pos_rot.x > 0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ distance = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ distance = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ distance = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ distance = -shadow_pos.y;
+ }
+ }
+
+ distance *= light_data[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ vec4 shadow_uv = vec4(tex_ofs, light_data[light_base].shadow_y_ofs, distance, 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 // UNSHADED
+
+ frag_color = color;
+}
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
new file mode 100644
index 0000000000..94485abd11
--- /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) 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
+}
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
new file mode 100644
index 0000000000..e08a15e59d
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -0,0 +1,120 @@
+
+#define MAX_LIGHTS_PER_ITEM uint(16)
+
+#define M_PI 3.14159265359
+
+#define SDF_MAX_LENGTH 16384.0
+
+//1 means enabled, 2+ means trails in use
+#define FLAGS_INSTANCING_MASK uint(0x7F)
+#define FLAGS_INSTANCING_HAS_COLORS uint(1 << 7)
+#define FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << 8)
+
+#define FLAGS_CLIP_RECT_UV uint(1 << 9)
+#define FLAGS_TRANSPOSE_RECT uint(1 << 10)
+#define FLAGS_USING_LIGHT_MASK uint(1 << 11)
+#define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12)
+#define FLAGS_USING_PARTICLES uint(1 << 13)
+
+#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
+#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
+
+#define FLAGS_LIGHT_COUNT_SHIFT 20
+
+#define FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 26)
+#define FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 27)
+
+#define FLAGS_USE_MSDF uint(1 << 28)
+
+// must be always 128 bytes long
+struct DrawData {
+ vec2 world_x;
+ vec2 world_y;
+ vec2 world_ofs;
+ vec2 color_texture_pixel_size;
+#ifdef USE_PRIMITIVE
+ vec2 point_a;
+ vec2 point_b;
+ vec2 point_c;
+ vec2 uv_a;
+ vec2 uv_b;
+ vec2 uv_c;
+ uint color_a_rg;
+ uint color_a_ba;
+ uint color_b_rg;
+ uint color_b_ba;
+ uint color_c_rg;
+ uint color_c_ba;
+#else
+ vec4 modulation;
+ vec4 ninepatch_margins;
+ vec4 dst_rect; //for built-in rect and UV
+ vec4 src_rect;
+ uint pad;
+ uint pad2;
+#endif
+ uint flags;
+ uint specular_shininess;
+ uvec4 lights;
+};
+
+layout(std140) uniform GlobalVariableData { //ubo:1
+ vec4 global_variables[MAX_GLOBAL_VARIABLES];
+};
+
+layout(std140) uniform CanvasData { //ubo:0
+ mat4 canvas_transform;
+ mat4 screen_transform;
+ mat4 canvas_normal_transform;
+ vec4 canvas_modulation;
+ vec2 screen_pixel_size;
+ float time;
+ bool use_pixel_snap;
+
+ vec4 sdf_to_tex;
+ vec2 screen_to_sdf;
+ vec2 sdf_to_screen;
+
+ uint directional_light_count;
+ float tex_to_sdf;
+ uint pad1;
+ uint pad2;
+};
+
+#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
+#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
+#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
+#define LIGHT_FLAGS_BLEND_MODE_MIX uint(2 << 16)
+#define LIGHT_FLAGS_BLEND_MODE_MASK uint(3 << 16)
+#define LIGHT_FLAGS_HAS_SHADOW uint(1 << 20)
+#define LIGHT_FLAGS_FILTER_SHIFT 22
+#define LIGHT_FLAGS_FILTER_MASK uint(3 << 22)
+#define LIGHT_FLAGS_SHADOW_NEAREST uint(0 << 22)
+#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
+#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
+
+struct Light {
+ mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
+ vec4 color;
+
+ uint shadow_color; // packed
+ uint flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
+};
+
+layout(std140) uniform LightData { //ubo:2
+ Light light_data[MAX_LIGHTS];
+};
+
+layout(std140) uniform DrawDataInstances { //ubo:3
+
+ DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
+};
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
new file mode 100644
index 0000000000..62332a15a7
--- /dev/null
+++ b/drivers/gles3/shaders/copy.glsl
@@ -0,0 +1,204 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+mode_cubemap = #define USE_CUBEMAP
+mode_panorama = #define USE_PANORAMA
+mode_copy_section = #define USE_COPY_SECTION
+mode_asym_pano = #define USE_ASYM_PANO
+mode_no_alpha = #define USE_NO_ALPHA
+mode_custom_alpha = #define USE_CUSTOM_ALPHA
+mode_multiplier = #define USE_MULTIPLIER
+mode_sep_cbcr_texture = #define USE_SEP_CBCR_TEXTURE
+mode_ycbcr_to_rgb = #define USE_YCBCR_TO_RGB
+
+#[specializations]
+
+
+#[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 vec4 vertex_attrib;
+/* clang-format on */
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+layout(location = 4) in vec3 cube_in;
+#else
+layout(location = 4) in vec2 uv_in;
+#endif
+
+layout(location = 5) in vec2 uv2_in;
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+out vec3 cube_interp;
+#else
+out vec2 uv_interp;
+#endif
+out vec2 uv2_interp;
+
+#ifdef USE_COPY_SECTION
+uniform highp vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+uniform highp mat4 display_transform;
+#endif
+
+void main() {
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+ cube_interp = cube_in;
+#elif defined(USE_ASYM_PANO)
+ uv_interp = vertex_attrib.xy;
+#else
+ uv_interp = uv_in;
+#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;
+#elif defined(USE_DISPLAY_TRANSFORM)
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
+#endif
+}
+
+/* clang-format off */
+#[fragment]
+
+#define M_PI 3.14159265359
+
+#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
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+in vec3 cube_interp;
+#else
+in vec2 uv_interp;
+#endif
+/* clang-format on */
+
+#ifdef USE_ASYM_PANO
+uniform highp mat4 pano_transform;
+uniform highp vec4 asym_proj;
+#endif
+
+#ifdef USE_CUBEMAP
+uniform samplerCube source_cube; // texunit:0
+#else
+uniform sampler2D source; // texunit:0
+#endif
+
+#ifdef USE_SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
+in vec2 uv2_interp;
+
+#ifdef USE_MULTIPLIER
+uniform float multiplier;
+#endif
+
+#ifdef USE_CUSTOM_ALPHA
+uniform float custom_alpha;
+#endif
+
+#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
+uniform highp mat4 sky_transform;
+
+vec4 texturePanorama(sampler2D pano, vec3 normal) {
+ vec2 st = vec2(
+ atan(normal.x, normal.z),
+ acos(normal.y));
+
+ if (st.x < 0.0)
+ st.x += M_PI * 2.0;
+
+ st /= vec2(M_PI * 2.0, M_PI);
+
+ return texture(pano, st);
+}
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+#ifdef USE_PANORAMA
+
+ vec3 cube_normal = normalize(cube_interp);
+ cube_normal.z = -cube_normal.z;
+ cube_normal = mat3(sky_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, cube_normal);
+
+#elif defined(USE_ASYM_PANO)
+
+ // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
+ // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
+
+ vec3 cube_normal;
+ cube_normal.z = -1.0;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
+ cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
+ cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
+
+#elif defined(USE_CUBEMAP)
+ vec4 color = texture(source_cube, normalize(cube_interp));
+#elif defined(USE_SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = texture(source, uv_interp).r;
+ color.gb = texture(CbCr, uv_interp).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
+#else
+ vec4 color = texture(source, uv_interp);
+#endif
+
+#ifdef USE_YCBCR_TO_RGB
+ // YCbCr -> RGB conversion
+
+ // Using BT.601, which is the standard for SDTV is provided as a reference
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.34413, 1.77200),
+ vec3(1.40200, -0.71414, 0.00000)) *
+ color.rgb;
+#endif
+
+#ifdef USE_NO_ALPHA
+ color.a = 1.0;
+#endif
+
+#ifdef USE_CUSTOM_ALPHA
+ color.a = custom_alpha;
+#endif
+
+#ifdef USE_MULTIPLIER
+ color.rgb *= multiplier;
+#endif
+
+ frag_color = color;
+}
diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..2384529a89
--- /dev/null
+++ b/drivers/gles3/shaders/cube_to_dp.glsl
@@ -0,0 +1,100 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+layout(location = 4) in vec2 uv_in;
+
+out vec2 uv_interp;
+
+void main() {
+ uv_interp = uv_in;
+ gl_Position = vertex_attrib;
+}
+
+/* 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
+
+uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
+in vec2 uv_interp;
+
+uniform bool z_flip;
+uniform highp float z_far;
+uniform highp float z_near;
+uniform highp float bias;
+
+void main() {
+ highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+ /*
+ if (z_flip) {
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ } else {
+ normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ }
+ */
+
+ //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ //normal.xy *= 1.0 + normal.z;
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+ /*
+ normal.z = 0.5;
+ normal = normalize(normal);
+ */
+
+ if (!z_flip) {
+ normal.z = -normal.z;
+ }
+
+ //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
+ float depth = textureCube(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
+ gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
+}
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
new file mode 100644
index 0000000000..2081abfef6
--- /dev/null
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -0,0 +1,214 @@
+/* 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 vec2 vertex;
+/* clang-format on */
+layout(location = 4) in highp vec2 uv;
+
+out highp vec2 uv_interp;
+
+void main() {
+ uv_interp = uv;
+ gl_Position = vec4(vertex, 0, 1);
+}
+
+/* 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
+
+#ifdef USE_SOURCE_PANORAMA
+uniform sampler2D source_panorama; //texunit:0
+#else
+uniform samplerCube source_cube; //texunit:0
+#endif
+/* clang-format on */
+
+uniform int face_id;
+uniform float roughness;
+in highp vec2 uv_interp;
+
+uniform sampler2D radical_inverse_vdc_cache; // texunit:1
+
+#define M_PI 3.14159265359
+
+#ifdef LOW_QUALITY
+
+#define SAMPLE_COUNT 64
+
+#else
+
+#define SAMPLE_COUNT 512
+
+#endif
+
+#ifdef USE_SOURCE_PANORAMA
+
+vec4 texturePanorama(sampler2D pano, vec3 normal) {
+ vec2 st = vec2(
+ atan(normal.x, normal.z),
+ acos(normal.y));
+
+ if (st.x < 0.0)
+ st.x += M_PI * 2.0;
+
+ st /= vec2(M_PI * 2.0, M_PI);
+
+ return textureLod(pano, st, 0.0);
+}
+
+#endif
+
+vec3 texelCoordToVec(vec2 uv, int faceID) {
+ mat3 faceUvVectors[6];
+
+ // -x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result;
+ for (int i = 0; i < 6; i++) {
+ if (i == faceID) {
+ result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
+ break;
+ }
+ }
+ return normalize(result);
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0 * M_PI * Xi.x;
+ float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
+
+ // Convert to spherical direction
+ vec3 H;
+ H.x = SinTheta * cos(Phi);
+ H.y = SinTheta * sin(Phi);
+ H.z = CosTheta;
+
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+float radical_inverse_VdC(int i) {
+ return texture(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x;
+}
+
+vec2 Hammersley(int i, int N) {
+ return vec2(float(i) / float(N), radical_inverse_VdC(i));
+}
+
+uniform bool z_flip;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec3 color = vec3(0.0);
+
+ vec2 uv = (uv_interp * 2.0) - 1.0;
+ vec3 N = texelCoordToVec(uv, face_id);
+
+#ifdef USE_DIRECT_WRITE
+
+#ifdef USE_SOURCE_PANORAMA
+
+ frag_color = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
+#else
+
+ frag_color = vec4(textureCube(source_cube, N).rgb, 1.0);
+#endif //USE_SOURCE_PANORAMA
+
+#else
+
+ vec4 sum = vec4(0.0);
+
+ for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
+ vec2 xi = Hammersley(sample_num, SAMPLE_COUNT);
+
+ vec3 H = ImportanceSampleGGX(xi, roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float NdotL = clamp(dot(N, L), 0.0, 1.0);
+
+ if (NdotL > 0.0) {
+
+#ifdef USE_SOURCE_PANORAMA
+ vec3 val = texturePanorama(source_panorama, L).rgb;
+#else
+ vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
+#endif
+ //mix using Linear, to approximate high end back-end
+ val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
+
+ sum.rgb += val * NdotL;
+
+ sum.a += NdotL;
+ }
+ }
+
+ sum /= sum.a;
+
+ vec3 a = vec3(0.055);
+ sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308))));
+
+ frag_color = vec4(sum.rgb, 1.0);
+#endif
+}
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
new file mode 100644
index 0000000000..c9184cca77
--- /dev/null
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -0,0 +1,291 @@
+/* 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 vec2 vertex_attrib;
+/* clang-format on */
+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;
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
+#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
+}
+
+/* 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 vec2 uv_interp;
+/* clang-format on */
+uniform sampler2D source_color; //texunit:0
+
+uniform float lod;
+uniform vec2 pixel_size;
+
+#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
+
+uniform float glow_strength;
+
+#endif
+
+#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
+
+#ifdef USE_GLES_OVER_GL
+#ifdef DOF_QUALITY_LOW
+const int dof_kernel_size = 5;
+const int dof_kernel_from = 2;
+const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
+#endif
+
+#ifdef DOF_QUALITY_MEDIUM
+const int dof_kernel_size = 11;
+const int dof_kernel_from = 5;
+const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
+
+#endif
+
+#ifdef DOF_QUALITY_HIGH
+const int dof_kernel_size = 21;
+const int dof_kernel_from = 10;
+const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
+#endif
+#endif
+
+uniform sampler2D dof_source_depth; //texunit:1
+uniform float dof_begin;
+uniform float dof_end;
+uniform vec2 dof_dir;
+uniform float dof_radius;
+
+#endif
+
+#ifdef GLOW_FIRST_PASS
+
+uniform highp float luminance_cap;
+
+uniform float glow_bloom;
+uniform float glow_hdr_threshold;
+uniform float glow_hdr_scale;
+
+#endif
+
+uniform float camera_z_far;
+uniform float camera_z_near;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+#ifdef GLOW_GAUSSIAN_HORIZONTAL
+ vec2 pix_size = pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
+ color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
+ color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
+ color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
+ color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
+ color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
+ color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
+ color *= glow_strength;
+ frag_color = color;
+#endif
+
+#ifdef GLOW_GAUSSIAN_VERTICAL
+ vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
+ color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
+ color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
+ color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
+ color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
+ color *= glow_strength;
+ frag_color = color;
+#endif
+
+#ifndef USE_GLES_OVER_GL
+#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
+
+#ifdef DOF_QUALITY_LOW
+ const int dof_kernel_size = 5;
+ const int dof_kernel_from = 2;
+ float dof_kernel[5];
+ dof_kernel[0] = 0.153388;
+ dof_kernel[1] = 0.221461;
+ dof_kernel[2] = 0.250301;
+ dof_kernel[3] = 0.221461;
+ dof_kernel[4] = 0.153388;
+#endif
+
+#ifdef DOF_QUALITY_MEDIUM
+ const int dof_kernel_size = 11;
+ const int dof_kernel_from = 5;
+ float dof_kernel[11];
+ dof_kernel[0] = 0.055037;
+ dof_kernel[1] = 0.072806;
+ dof_kernel[2] = 0.090506;
+ dof_kernel[3] = 0.105726;
+ dof_kernel[4] = 0.116061;
+ dof_kernel[5] = 0.119726;
+ dof_kernel[6] = 0.116061;
+ dof_kernel[7] = 0.105726;
+ dof_kernel[8] = 0.090506;
+ dof_kernel[9] = 0.072806;
+ dof_kernel[10] = 0.055037;
+#endif
+
+#ifdef DOF_QUALITY_HIGH
+ const int dof_kernel_size = 21;
+ const int dof_kernel_from = 10;
+ float dof_kernel[21];
+ dof_kernel[0] = 0.028174;
+ dof_kernel[1] = 0.032676;
+ dof_kernel[2] = 0.037311;
+ dof_kernel[3] = 0.041944;
+ dof_kernel[4] = 0.046421;
+ dof_kernel[5] = 0.050582;
+ dof_kernel[6] = 0.054261;
+ dof_kernel[7] = 0.057307;
+ dof_kernel[8] = 0.059587;
+ dof_kernel[9] = 0.060998;
+ dof_kernel[10] = 0.061476;
+ dof_kernel[11] = 0.060998;
+ dof_kernel[12] = 0.059587;
+ dof_kernel[13] = 0.057307;
+ dof_kernel[14] = 0.054261;
+ dof_kernel[15] = 0.050582;
+ dof_kernel[16] = 0.046421;
+ dof_kernel[17] = 0.041944;
+ dof_kernel[18] = 0.037311;
+ dof_kernel[19] = 0.032676;
+ dof_kernel[20] = 0.028174;
+#endif
+#endif
+#endif //!USE_GLES_OVER_GL
+
+#ifdef DOF_FAR_BLUR
+
+ vec4 color_accum = vec4(0.0);
+
+ float depth = textureLod(dof_source_depth, uv_interp, 0.0).r;
+ depth = depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
+#else
+ depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
+
+ float amount = smoothstep(dof_begin, dof_end, depth);
+ float k_accum = 0.0;
+
+ for (int i = 0; i < dof_kernel_size; i++) {
+ int int_ofs = i - dof_kernel_from;
+ vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
+
+ float tap_k = dof_kernel[i];
+
+ float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
+#else
+ tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+#endif
+ float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
+ tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
+
+ vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
+
+ k_accum += tap_k * tap_amount;
+ color_accum += tap_color * tap_amount;
+ }
+
+ if (k_accum > 0.0) {
+ color_accum /= k_accum;
+ }
+
+ frag_color = color_accum; ///k_accum;
+
+#endif
+
+#ifdef DOF_NEAR_BLUR
+
+ vec4 color_accum = vec4(0.0);
+
+ float max_accum = 0.0;
+
+ for (int i = 0; i < dof_kernel_size; i++) {
+ int int_ofs = i - dof_kernel_from;
+ vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
+ float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));
+
+ float tap_k = dof_kernel[i];
+
+ vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
+
+ float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
+#else
+ tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+#endif
+ float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
+ tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
+
+#ifdef DOF_NEAR_FIRST_TAP
+
+ tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
+
+#endif
+
+ max_accum = max(max_accum, tap_amount * ofs_influence);
+
+ color_accum += tap_color * tap_k;
+ }
+
+ color_accum.a = max(color_accum.a, sqrt(max_accum));
+
+ frag_color = color_accum;
+
+#endif
+
+#ifdef GLOW_FIRST_PASS
+
+ float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
+
+ frag_color = min(frag_color * feedback, vec4(luminance_cap));
+
+#endif
+}
diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..3aaf1050e5
--- /dev/null
+++ b/drivers/gles3/shaders/lens_distorted.glsl
@@ -0,0 +1,86 @@
+/* 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 vec2 vertex;
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+out vec2 uv_interp;
+
+void main() {
+ uv_interp = vertex.xy * 2.0 - 1.0;
+
+ vec2 v = vertex.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* 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
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+in vec2 uv_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ frag_color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ frag_color = texture(source, coords);
+ }
+}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
new file mode 100644
index 0000000000..ebb00e81d0
--- /dev/null
+++ b/drivers/gles3/shaders/scene.glsl
@@ -0,0 +1,2153 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+#define SHADER_IS_SRGB true //TODO remove
+
+#define M_PI 3.14159265359
+
+//
+// attributes
+//
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+layout(location = 1) in vec3 normal_attrib;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+layout(location = 5) in vec2 uv2_attrib;
+#endif
+
+#ifdef USE_SKELETON
+
+#ifdef USE_SKELETON_SOFTWARE
+
+layout(location = 13) in highp vec4 bone_transform_row_0;
+layout(location = 14) in highp vec4 bone_transform_row_1;
+layout(location = 15) in highp vec4 bone_transform_row_2;
+
+#else
+
+layout(location = 6) in vec4 bone_ids;
+layout(location = 7) in highp vec4 bone_weights;
+
+uniform highp sampler2D bone_transforms; // texunit:-1
+uniform ivec2 skeleton_texture_size;
+
+#endif
+
+#endif
+
+#ifdef USE_INSTANCING
+
+layout(location = 8) in highp vec4 instance_xform_row_0;
+layout(location = 9) in highp vec4 instance_xform_row_1;
+layout(location = 10) in highp vec4 instance_xform_row_2;
+
+layout(location = 11) in highp vec4 instance_color;
+layout(location = 12) in highp vec4 instance_custom_data;
+
+#endif
+
+//
+// uniforms
+//
+
+uniform highp mat4 inv_view_matrix;
+uniform highp mat4 view_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
+
+uniform highp mat4 world_transform;
+
+uniform highp float time;
+
+uniform highp vec2 viewport_size;
+
+#ifdef RENDER_DEPTH
+uniform float light_bias;
+uniform float light_normal_bias;
+#endif
+
+//
+// varyings
+//
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+out highp vec4 position_interp;
+#endif
+
+out highp vec3 vertex_interp;
+out vec3 normal_interp;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+out vec3 tangent_interp;
+out vec3 binormal_interp;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+out vec4 color_interp;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+out vec2 uv_interp;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+out vec2 uv2_interp;
+#endif
+
+/* clang-format off */
+
+VERTEX_SHADER_GLOBALS
+
+/* clang-format on */
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+out highp float dp_clip;
+uniform highp float shadow_dual_paraboloid_render_zfar;
+uniform highp float shadow_dual_paraboloid_render_side;
+
+#endif
+
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+uniform highp mat4 light_shadow_matrix;
+out highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+uniform highp mat4 light_shadow_matrix2;
+out highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+uniform highp mat4 light_shadow_matrix3;
+uniform highp mat4 light_shadow_matrix4;
+out highp vec4 shadow_coord3;
+out highp vec4 shadow_coord4;
+
+#endif
+
+#endif
+
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+
+out highp vec3 diffuse_interp;
+out highp vec3 specular_interp;
+
+// general for all lights
+uniform highp vec4 light_color;
+uniform highp vec4 shadow_color;
+uniform highp float light_specular;
+
+// directional
+uniform highp vec3 light_direction;
+
+// omni
+uniform highp vec3 light_position;
+
+uniform highp float light_range;
+uniform highp float light_attenuation;
+
+// spot
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
+
+void light_compute(
+ vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 light_color,
+ vec3 attenuation,
+ float roughness) {
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
+
+ diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
+
+ if (roughness > 0.0) {
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
+ vec3 H = normalize(V + L);
+ float cNdotH = max(dot(N, H), 0.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess) * cNdotL;
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = blinn;
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_interp += specular_brdf_NL * light_color * attenuation * (1.0 / M_PI);
+ }
+}
+
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+
+#ifdef USE_REFLECTION_PROBE1
+
+uniform highp mat4 refprobe1_local_matrix;
+out mediump vec4 refprobe1_reflection_normal_blend;
+uniform highp vec3 refprobe1_box_extents;
+
+#ifndef USE_LIGHTMAP
+out mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#endif //reflection probe1
+
+#ifdef USE_REFLECTION_PROBE2
+
+uniform highp mat4 refprobe2_local_matrix;
+out mediump vec4 refprobe2_reflection_normal_blend;
+uniform highp vec3 refprobe2_box_extents;
+
+#ifndef USE_LIGHTMAP
+out mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#endif //reflection probe2
+
+#endif //vertex lighting for refprobes
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+out vec4 fog_interp;
+
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //fog
+
+void main() {
+ highp vec4 vertex = vertex_attrib;
+
+ mat4 model_matrix = world_transform;
+
+#ifdef USE_INSTANCING
+ {
+ highp mat4 m = mat4(
+ instance_xform_row_0,
+ instance_xform_row_1,
+ instance_xform_row_2,
+ vec4(0.0, 0.0, 0.0, 1.0));
+ model_matrix = model_matrix * transpose(m);
+ }
+
+#endif
+
+ vec3 normal = normal_attrib;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ vec3 tangent = tangent_attrib.xyz;
+ float binormalf = tangent_attrib.a;
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+ color_interp = color_attrib;
+#ifdef USE_INSTANCING
+ color_interp *= instance_color;
+#endif
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#if defined(OVERRIDE_POSITION)
+ highp vec4 position;
+#endif
+
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+ vertex = model_matrix * vertex;
+ normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+
+ tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+#ifdef USE_SKELETON
+
+ highp mat4 bone_transform = mat4(0.0);
+
+#ifdef USE_SKELETON_SOFTWARE
+ // passing the transform as attributes
+
+ bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0);
+ bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0);
+ bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0);
+ bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0);
+
+#else
+ // look up transform from the "pose texture"
+ {
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);
+
+ highp mat4 b = mat4(
+ texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
+ vec4(0.0, 0.0, 0.0, 1.0));
+
+ bone_transform += transpose(b) * bone_weights[i];
+ }
+ }
+
+#endif
+
+ model_matrix = model_matrix * bone_transform;
+
+#endif
+
+#ifdef USE_INSTANCING
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+
+#endif
+
+ mat4 local_projection_matrix = projection_matrix;
+
+ mat4 modelview = view_matrix * model_matrix;
+ float roughness = 1.0;
+
+#define projection_matrix local_projection_matrix
+#define world_transform model_matrix
+
+ float point_size = 1.0;
+
+ {
+ /* clang-format off */
+
+VERTEX_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+ gl_PointSize = point_size;
+ vec4 outvec = vertex;
+
+ // use local coordinates
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+ vertex = modelview * vertex;
+ normal = normalize((modelview * vec4(normal, 0.0)).xyz);
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+ vertex = view_matrix * vertex;
+ normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
+
+ vertex_interp = vertex.xyz;
+ normal_interp = normal;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef RENDER_DEPTH
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ vertex_interp.z *= shadow_dual_paraboloid_render_side;
+ normal_interp.z *= shadow_dual_paraboloid_render_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias;
+ highp float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
+ vtx.z = vtx.z * 2.0 - 1.0;
+
+ vertex_interp = vtx;
+
+#else
+ float z_ofs = light_bias;
+ z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
+
+ vertex_interp.z -= z_ofs;
+#endif //dual parabolloid
+
+#endif //depth
+
+//vertex lighting
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+ //vertex shaded version of lighting (more limited)
+ vec3 L;
+ vec3 light_att;
+
+#ifdef LIGHT_MODE_OMNI
+ vec3 light_vec = light_position - vertex_interp;
+ float light_length = length(light_vec);
+
+ float normalized_distance = light_length / light_range;
+
+ if (normalized_distance < 1.0) {
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+
+ vec3 attenuation = vec3(omni_attenuation);
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+
+ L = normalize(light_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_SPOT
+
+ vec3 light_rel_vec = light_position - vertex_interp;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ if (normalized_distance < 1.0) {
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
+
+ if (angle > spot_cutoff) {
+ float scos = max(angle, spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att = vec3(spot_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
+
+ L = normalize(light_rel_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+ vec3 light_vec = -light_direction;
+ light_att = vec3(1.0); //no base attenuation
+ L = normalize(light_vec);
+#endif
+
+ diffuse_interp = vec3(0.0);
+ specular_interp = vec3(0.0);
+ light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
+
+#endif
+
+//shadows (for both vertex and fragment)
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+ vec4 vi4 = vec4(vertex_interp, 1.0);
+ shadow_coord = light_shadow_matrix * vi4;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+ shadow_coord2 = light_shadow_matrix2 * vi4;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+ shadow_coord3 = light_shadow_matrix3 * vi4;
+ shadow_coord4 = light_shadow_matrix4 * vi4;
+
+#endif
+
+#endif //use shadow and use lighting
+
+#ifdef USE_VERTEX_LIGHTING
+
+#ifdef USE_REFLECTION_PROBE1
+ {
+ vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
+ vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
+ refprobe1_reflection_normal_blend.xyz = local_ref_vec;
+ refprobe1_reflection_normal_blend.a = blend;
+ }
+#ifndef USE_LIGHTMAP
+
+ refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz;
+#endif
+ }
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+ {
+ vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
+ vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 inner_pos = abs(local_pos / refprobe2_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
+ refprobe2_reflection_normal_blend.xyz = local_ref_vec;
+ refprobe2_reflection_normal_blend.a = blend;
+ }
+#ifndef USE_LIGHTMAP
+
+ refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz;
+#endif
+ }
+
+#endif //USE_REFLECTION_PROBE2
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+ float fog_amount = 0.0;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
+#else
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
+
+ {
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+ }
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#endif
+ fog_interp = vec4(fog_color, fog_amount);
+
+#endif //fog
+
+#endif //use vertex lighting
+
+#if defined(OVERRIDE_POSITION)
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+ position_interp = gl_Position;
+#endif
+}
+
+/* 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
+
+#define M_PI 3.14159265359
+#define SHADER_IS_SRGB true
+
+//
+// uniforms
+//
+
+uniform highp mat4 inv_view_matrix;
+/* clang-format on */
+uniform highp mat4 view_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
+
+uniform highp mat4 world_transform;
+
+uniform highp float time;
+
+uniform highp vec2 viewport_size;
+
+#if defined(SCREEN_UV_USED)
+uniform vec2 screen_pixel_size;
+#endif
+
+#if defined(SCREEN_TEXTURE_USED)
+uniform highp sampler2D screen_texture; //texunit:-4
+#endif
+#if defined(DEPTH_TEXTURE_USED)
+uniform highp sampler2D depth_texture; //texunit:-4
+#endif
+
+#ifdef USE_REFLECTION_PROBE1
+
+#ifdef USE_VERTEX_LIGHTING
+
+in mediump vec4 refprobe1_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+in mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe1_use_box_project;
+uniform highp vec3 refprobe1_box_extents;
+uniform vec3 refprobe1_box_offset;
+uniform highp mat4 refprobe1_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe1_exterior;
+
+uniform highp samplerCube reflection_probe1; //texunit:-5
+
+uniform float refprobe1_intensity;
+uniform vec4 refprobe1_ambient;
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+#ifdef USE_VERTEX_LIGHTING
+
+in mediump vec4 refprobe2_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+in mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe2_use_box_project;
+uniform highp vec3 refprobe2_box_extents;
+uniform vec3 refprobe2_box_offset;
+uniform highp mat4 refprobe2_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe2_exterior;
+
+uniform highp samplerCube reflection_probe2; //texunit:-6
+
+uniform float refprobe2_intensity;
+uniform vec4 refprobe2_ambient;
+
+#endif //USE_REFLECTION_PROBE2
+
+#define RADIANCE_MAX_LOD 6.0
+
+#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+void reflection_process(samplerCube reflection_map,
+#ifdef USE_VERTEX_LIGHTING
+ vec3 ref_normal,
+#ifndef USE_LIGHTMAP
+ vec3 amb_normal,
+#endif
+ float ref_blend,
+
+#else //no vertex lighting
+ vec3 normal, vec3 vertex,
+ mat4 local_matrix,
+ bool use_box_project, vec3 box_extents, vec3 box_offset,
+#endif //vertex lighting
+ bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
+ vec4 reflection;
+
+#ifdef USE_VERTEX_LIGHTING
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+
+ float blend = ref_blend; //crappier blend formula for vertex
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+#else //fragment lighting
+
+ vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ //reflect and make local
+ vec3 ref_normal = normalize(reflect(vertex, normal));
+ ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz;
+
+ if (use_box_project) { //box project
+
+ vec3 nrdir = normalize(ref_normal);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0))));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ ref_normal = posonbox - box_offset.xyz;
+ }
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+#endif
+
+ if (exterior) {
+ reflection.rgb = mix(skybox, reflection.rgb, blend);
+ }
+ reflection.rgb *= intensity;
+ reflection.a = blend;
+ reflection.rgb *= blend;
+
+ reflection_accum += reflection;
+
+#ifndef USE_LIGHTMAP
+
+ vec4 ambient_out;
+#ifndef USE_VERTEX_LIGHTING
+
+ vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz;
+#endif
+
+ ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
+ ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
+ if (exterior) {
+ ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
+ }
+
+ ambient_out.a = blend;
+ ambient_out.rgb *= blend;
+ ambient_accum += ambient_out;
+
+#endif
+}
+
+#endif //use refprobe 1 or 2
+
+#ifdef USE_LIGHTMAP
+uniform mediump sampler2D lightmap; //texunit:-4
+uniform mediump float lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+uniform bool lightmap_capture_sky;
+
+#endif
+
+#ifdef USE_RADIANCE_MAP
+
+uniform samplerCube radiance_map; // texunit:-2
+
+uniform mat4 radiance_inverse_xform;
+
+#endif
+
+uniform vec4 bg_color;
+uniform float bg_energy;
+
+uniform float ambient_sky_contribution;
+uniform vec4 ambient_color;
+uniform float ambient_energy;
+
+#ifdef USE_LIGHTING
+
+uniform highp vec4 shadow_color;
+
+#ifdef USE_VERTEX_LIGHTING
+
+//get from vertex
+in highp vec3 diffuse_interp;
+in highp vec3 specular_interp;
+
+uniform highp vec3 light_direction; //may be used by fog, so leave here
+
+#else
+//done in fragment
+// general for all lights
+uniform highp vec4 light_color;
+
+uniform highp float light_specular;
+
+// directional
+uniform highp vec3 light_direction;
+// omni
+uniform highp vec3 light_position;
+
+uniform highp float light_attenuation;
+
+// spot
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
+#endif
+
+//this is needed outside above if because dual paraboloid wants it
+uniform highp float light_range;
+
+#ifdef USE_SHADOW
+
+uniform highp vec2 shadow_pixel_size;
+
+#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
+uniform highp sampler2D light_shadow_atlas; //texunit:-3
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+in highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+in highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+in highp vec4 shadow_coord3;
+in highp vec4 shadow_coord4;
+
+#endif
+
+uniform vec4 light_clamp;
+
+#endif // light shadow
+
+// directional shadow
+
+#endif
+
+//
+// varyings
+//
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+in highp vec4 position_interp;
+#endif
+
+in highp vec3 vertex_interp;
+in vec3 normal_interp;
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+in vec3 tangent_interp;
+in vec3 binormal_interp;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+in vec4 color_interp;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+in vec2 uv_interp;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+in vec2 uv2_interp;
+#endif
+
+in vec3 view_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+/* clang-format off */
+
+FRAGMENT_SHADER_GLOBALS
+
+/* clang-format on */
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+in highp float dp_clip;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+/*
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+*/
+
+// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
+// See Filament docs, Specular G section.
+float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
+ return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+/*
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+*/
+
+// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...)
+// See Filament docs, Anisotropic specular BRDF section.
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) {
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+
+ /* float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0)
+ return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+void light_compute(
+ vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 B,
+ vec3 T,
+ vec3 light_color,
+ vec3 attenuation,
+ vec3 diffuse_color,
+ vec3 transmission,
+ float specular_blob_intensity,
+ float roughness,
+ float metallic,
+ float specular,
+ float rim,
+ float rim_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float anisotropy,
+ inout vec3 diffuse_light,
+ inout vec3 specular_light,
+ inout float alpha) {
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#else
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(abs(NdotV), 1e-6);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
+
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
+
+ diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
+ }
+
+ if (roughness > 0.0) {
+
+#if defined(SPECULAR_SCHLICK_GGX)
+ vec3 specular_brdf_NL = vec3(0.0);
+#else
+ float specular_brdf_NL = 0.0;
+#endif
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess) * cNdotL;
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = blinn;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = max(0.0, dot(R, V));
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_USE_ANISOTROPY)
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
+ //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
+#endif
+ // F
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ specular_brdf_NL = cNdotL * D * F * G;
+
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+
+#if defined(LIGHT_USE_CLEARCOAT)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_roughness));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+ float Gr = V_GGX(cNdotL, cNdotV, 0.25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
+}
+
+#endif
+// shadows
+
+#ifdef USE_SHADOW
+
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
+
+#else
+
+#define SHADOW_DEPTH(m_val) (m_val).r
+
+#endif
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture(p_shadow, p_pos)))
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(textureProj(p_shadow, p_pos)))
+
+float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
+#ifdef SHADOW_MODE_PCF_13
+
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth);
+ return avg * (1.0 / 13.0);
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ return avg * (1.0 / 5.0);
+
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
+#endif
+}
+
+#endif
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#if defined(USE_VERTEX_LIGHTING)
+
+in vec4 fog_interp;
+
+#else
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //vertex lit
+#endif //fog
+
+void main() {
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+ highp vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 transmission = vec3(0.0);
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_roughness = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+ float sss_strength = 0.0; //unused
+ // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
+ // compile error because DEPTH is not a variable.
+ float m_DEPTH = 0.0;
+
+ float alpha = 1.0;
+ float side = 1.0;
+
+ float specular_blob_intensity = 1.0;
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity *= specular * 2.0;
+#endif
+
+#if defined(ENABLE_AO)
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ vec3 binormal = normalize(binormal_interp) * side;
+ vec3 tangent = normalize(tangent_interp) * side;
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+ vec3 normal = normalize(normal_interp) * side;
+
+#if defined(ENABLE_NORMALMAP)
+ vec3 normalmap = vec3(0.5);
+#endif
+ float normaldepth = 1.0;
+
+#if defined(ALPHA_SCISSOR_USED)
+ float alpha_scissor = 0.5;
+#endif
+
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#endif
+
+ {
+ /* clang-format off */
+
+FRAGMENT_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+#if defined(ENABLE_NORMALMAP)
+ normalmap.xy = normalmap.xy * 2.0 - 1.0;
+ normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
+
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ //normal = normalmap;
+#endif
+
+ normal = normalize(normal);
+
+ vec3 N = normal;
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+
+ vec3 eye_position = view;
+
+#if !defined(USE_SHADOW_TO_OPACITY)
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.1) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifdef BASE_PASS
+
+ // IBL precalculations
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ vec3 f0 = F0(metallic, specular, albedo);
+ vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+
+#ifdef USE_RADIANCE_MAP
+
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+
+ ref_vec.z *= -1.0;
+
+ specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+#ifndef USE_LIGHTMAP
+ {
+ vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
+ vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
+ env_ambient *= 1.0 - F;
+
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ }
+#endif
+
+#else
+
+ ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
+
+#endif
+#endif // AMBIENT_LIGHT_DISABLED
+ ambient_light *= ambient_energy;
+
+#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+ vec4 ambient_accum = vec4(0.0);
+ vec4 reflection_accum = vec4(0.0);
+
+#ifdef USE_REFLECTION_PROBE1
+
+ reflection_process(reflection_probe1,
+#ifdef USE_VERTEX_LIGHTING
+ refprobe1_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe1_ambient_normal,
+#endif
+ refprobe1_reflection_normal_blend.a,
+#else
+ normal_interp, vertex_interp, refprobe1_local_matrix,
+ refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
+#endif
+ refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
+
+#endif // USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+ reflection_process(reflection_probe2,
+#ifdef USE_VERTEX_LIGHTING
+ refprobe2_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe2_ambient_normal,
+#endif
+ refprobe2_reflection_normal_blend.a,
+#else
+ normal_interp, vertex_interp, refprobe2_local_matrix,
+ refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
+#endif
+ refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
+
+#endif // USE_REFLECTION_PROBE2
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+
+#ifndef USE_LIGHTMAP
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+
+#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+ // environment BRDF approximation
+ {
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+ specular_light *= env.x * F + env.y;
+
+#endif
+ }
+
+#ifdef USE_LIGHTMAP
+ //ambient light will come entirely from lightmap is lightmap is used
+ ambient_light = texture(lightmap, uv2_interp).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12];
+ cone_dirs[0] = vec3(0.0, 0.0, 1.0);
+ cone_dirs[1] = vec3(0.866025, 0.0, 0.5);
+ cone_dirs[2] = vec3(0.267617, 0.823639, 0.5);
+ cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5);
+ cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5);
+ cone_dirs[5] = vec3(0.267617, -0.823639, 0.5);
+ cone_dirs[6] = vec3(0.0, 0.0, -1.0);
+ cone_dirs[7] = vec3(0.866025, 0.0, -0.5);
+ cone_dirs[8] = vec3(0.267617, 0.823639, -0.5);
+ cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5);
+ cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
+ cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
+
+ vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
+#endif //BASE PASS
+
+//
+// Lighting
+//
+#ifdef USE_LIGHTING
+
+#ifndef USE_VERTEX_LIGHTING
+ vec3 L;
+#endif
+ vec3 light_att = vec3(1.0);
+
+#ifdef LIGHT_MODE_OMNI
+
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = light_position - vertex;
+ float light_length = length(light_vec);
+
+ float normalized_distance = light_length / light_range;
+ if (normalized_distance < 1.0) {
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ L = normalize(light_vec);
+
+#endif
+
+#if !defined(SHADOWS_DISABLED)
+
+#ifdef USE_SHADOW
+ {
+ highp vec4 splane = shadow_coord;
+ float shadow_len = length(splane.xyz);
+
+ splane.xyz = normalize(splane.xyz);
+
+ vec4 clamp_rect = light_clamp;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len / light_range;
+
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0;
+
+ float shadow = sample_shadow(light_shadow_atlas, splane);
+
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
+ }
+#endif
+
+#endif //SHADOWS_DISABLED
+
+#endif //type omni
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = -light_direction;
+ L = normalize(light_vec);
+#endif
+ float depth_z = -vertex.z;
+
+#if !defined(SHADOWS_DISABLED)
+
+#ifdef USE_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ //compute shadows in a mobile friendly way
+
+#ifdef LIGHT_USE_PSSM4
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
+
+ if (depth_z < light_split_offsets.w) {
+ float pssm_fade = 0.0;
+ float shadow_att = 1.0;
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ shadow_att = shadow2;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow3;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
+ shadow_att = shadow3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ shadow_att2 = shadow4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
+
+ } else {
+ shadow_att = shadow4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
+ }
+ }
+#if defined(LIGHT_USE_PSSM_BLEND)
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+
+ if (depth_z < light_split_offsets.y) {
+ float shadow_att = 1.0;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.x) {
+ float pssm_fade = 0.0;
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ shadow_att = shadow2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
+ }
+
+#endif //LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+
+ light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
+#endif //orthogonal
+
+#else //fragment version of pssm
+
+ {
+#ifdef LIGHT_USE_PSSM4
+ if (depth_z < light_split_offsets.w) {
+#elif defined(LIGHT_USE_PSSM2)
+ if (depth_z < light_split_offsets.y) {
+#else
+ if (depth_z < light_split_offsets.x) {
+#endif //pssm2
+
+ highp vec4 pssm_coord;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float pssm_blend;
+ highp vec4 pssm_coord2;
+ bool use_blend = true;
+#endif
+
+#ifdef LIGHT_USE_PSSM4
+
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ pssm_coord = shadow_coord;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ pssm_coord2 = shadow_coord2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ pssm_coord = shadow_coord2;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ pssm_coord2 = shadow_coord3;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
+ pssm_coord = shadow_coord3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ pssm_coord2 = shadow_coord4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
+
+ } else {
+ pssm_coord = shadow_coord4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
+ }
+ }
+
+#endif // LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+ if (depth_z < light_split_offsets.x) {
+ pssm_coord = shadow_coord;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ pssm_coord2 = shadow_coord2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ pssm_coord = shadow_coord2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+
+#endif // LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+ {
+ pssm_coord = shadow_coord;
+ }
+#endif
+
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
+ }
+#endif
+
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
+ }
+ }
+#endif //use vertex lighting
+
+#endif //use shadow
+
+#endif // SHADOWS_DISABLED
+
+#endif
+
+#ifdef LIGHT_MODE_SPOT
+
+ light_att = vec3(1.0);
+
+#ifndef USE_VERTEX_LIGHTING
+
+ vec3 light_rel_vec = light_position - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ if (normalized_distance < 1.0) {
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
+
+ if (angle > spot_cutoff) {
+ float scos = max(angle, spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att = vec3(spot_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
+
+ L = normalize(light_rel_vec);
+
+#endif
+
+#if !defined(SHADOWS_DISABLED)
+
+#ifdef USE_SHADOW
+ {
+ highp vec4 splane = shadow_coord;
+
+ float shadow = sample_shadow(light_shadow_atlas, splane);
+ light_att *= mix(shadow_color.rgb, vec3(1.0), shadow);
+ }
+#endif
+
+#endif // SHADOWS_DISABLED
+
+#endif // LIGHT_MODE_SPOT
+
+#ifdef USE_VERTEX_LIGHTING
+ //vertex lighting
+
+ specular_light += specular_interp * specular_blob_intensity * light_att;
+ diffuse_light += diffuse_interp * albedo * light_att;
+
+#else
+ //fragment lighting
+ light_compute(
+ normal,
+ L,
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz,
+ light_att,
+ albedo,
+ transmission,
+ specular_blob_intensity * light_specular,
+ roughness,
+ metallic,
+ specular,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_roughness,
+ anisotropy,
+ diffuse_light,
+ specular_light,
+ alpha);
+
+#endif //vertex lighting
+
+#endif //USE_LIGHTING
+ //compute and merge
+
+#ifdef USE_SHADOW_TO_OPACITY
+
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.1) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifndef RENDER_DEPTH
+
+#ifdef SHADELESS
+
+ frag_color = vec4(albedo, alpha);
+#else
+
+ ambient_light *= albedo;
+
+#if defined(ENABLE_AO)
+ ambient_light *= ao;
+ ao_light_affect = mix(1.0, ao, ao_light_affect);
+ specular_light *= ao_light_affect;
+ diffuse_light *= ao_light_affect;
+#endif
+
+ diffuse_light *= 1.0 - metallic;
+ ambient_light *= 1.0 - metallic;
+
+ frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
+
+ //add emission if in base pass
+#ifdef BASE_PASS
+ frag_color.rgb += emission;
+#endif
+ // frag_color = vec4(normal, 1.0);
+
+//apply fog
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#if defined(USE_VERTEX_LIGHTING)
+
+#if defined(BASE_PASS)
+ frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a);
+#else
+ frag_color.rgb *= (1.0 - fog_interp.a);
+#endif // BASE_PASS
+
+#else //pixel based fog
+ float fog_amount = 0.0;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0));
+#else
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
+
+ {
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+
+ if (fog_transmit_enabled) {
+ vec3 total_light = frag_color.rgb;
+ float transmit = pow(fog_z, fog_transmit_curve);
+ fog_color = mix(max(total_light, fog_color), fog_color, transmit);
+ }
+ }
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#endif
+
+#if defined(BASE_PASS)
+ frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount);
+#else
+ frag_color.rgb *= (1.0 - fog_amount);
+#endif // BASE_PASS
+
+#endif //use vertex lit
+
+#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#endif //unshaded
+
+#else // not RENDER_DEPTH
+//depth render
+#ifdef USE_RGBA_SHADOWS
+
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
+ 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;
+
+#endif
+#endif
+}
diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl
new file mode 100644
index 0000000000..2eddf9d479
--- /dev/null
+++ b/drivers/gles3/shaders/stdlib_inc.glsl
@@ -0,0 +1,58 @@
+//TODO: only needed by GLES_OVER_GL
+
+uint float2half(uint f) {
+ return ((f >> uint(16)) & uint(0x8000)) |
+ ((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
+ ((f >> uint(13)) & uint(0x03ff));
+}
+
+uint half2float(uint h) {
+ return ((h & uint(0x8000)) << uint(16)) | (((h & uint(0x7c00)) + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13));
+}
+
+uint packHalf2x16(vec2 v) {
+ return float2half(floatBitsToUint(v.x)) | float2half(floatBitsToUint(v.y)) << uint(16);
+}
+
+vec2 unpackHalf2x16(uint v) {
+ return vec2(uintBitsToFloat(half2float(v & uint(0xffff))),
+ uintBitsToFloat(half2float(v >> uint(16))));
+}
+
+uint packUnorm2x16(vec2 v) {
+ uvec2 uv = uvec2(round(clamp(v, vec2(0.0), vec2(1.0)) * 65535.0));
+ return uv.x | uv.y << uint(16);
+}
+
+vec2 unpackUnorm2x16(uint p) {
+ return vec2(float(p & uint(0xffff)), float(p >> uint(16))) * 0.000015259021; // 1.0 / 65535.0 optimization
+}
+
+uint packSnorm2x16(vec2 v) {
+ uvec2 uv = uvec2(round(clamp(v, vec2(-1.0), vec2(1.0)) * 32767.0) + 32767.0);
+ return uv.x | uv.y << uint(16);
+}
+
+vec2 unpackSnorm2x16(uint p) {
+ vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16)));
+ return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0));
+}
+
+uint packUnorm4x8(vec4 v) {
+ uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
+ return uv.x | uv.y << uint(8) | uv.z << uint(16) | uv.w << uint(24);
+}
+
+vec4 unpackUnorm4x8(uint p) {
+ return vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24))) * 0.00392156862; // 1.0 / 255.0
+}
+
+uint packSnorm4x8(vec4 v) {
+ uvec4 uv = uvec4(round(clamp(v, vec4(-1.0), vec4(1.0)) * 127.0) + 127.0);
+ return uv.x | uv.y << uint(8) | uv.z << uint(16) | uv.w << uint(24);
+}
+
+vec4 unpackSnorm4x8(uint p) {
+ vec4 v = vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24)));
+ return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0));
+}
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
new file mode 100644
index 0000000000..4f962626a3
--- /dev/null
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -0,0 +1,313 @@
+/* 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 vec2 vertex_attrib;
+/* clang-format on */
+layout(location = 4) in vec2 uv_in;
+
+out vec2 uv_interp;
+
+void main() {
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
+
+ uv_interp = uv_in;
+}
+
+/* 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 vec2 uv_interp;
+/* clang-format on */
+
+layout(location = 0) out vec4 frag_color;
+
+uniform highp sampler2D source; //texunit:0
+
+#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
+#define USING_GLOW // only use glow when at least one glow level is selected
+
+#ifdef USE_MULTI_TEXTURE_GLOW
+uniform highp sampler2D source_glow1; //texunit:2
+uniform highp sampler2D source_glow2; //texunit:3
+uniform highp sampler2D source_glow3; //texunit:4
+uniform highp sampler2D source_glow4; //texunit:5
+uniform highp sampler2D source_glow5; //texunit:6
+uniform highp sampler2D source_glow6; //texunit:7
+#ifdef USE_GLOW_LEVEL7
+uniform highp sampler2D source_glow7; //texunit:8
+#endif
+#else
+uniform highp sampler2D source_glow; //texunit:2
+#endif
+uniform highp float glow_intensity;
+#endif
+
+#ifdef USE_BCS
+uniform vec3 bcs;
+#endif
+
+#ifdef USE_FXAA
+uniform vec2 pixel_size;
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+uniform sampler2D color_correction; //texunit:1
+#endif
+
+#ifdef USE_GLOW_FILTER_BICUBIC
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+ return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
+}
+
+float w1(float a) {
+ return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
+}
+
+float w2(float a) {
+ return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
+}
+
+float w3(float a) {
+ return (1.0 / 6.0) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+ return w0(a) + w1(a);
+}
+
+float g1(float a) {
+ return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+ return -1.0 + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+ return 1.0 + w3(a) / (w2(a) + w3(a));
+}
+
+uniform ivec2 glow_texture_size;
+
+vec4 texture_bicubic(sampler2D tex, vec2 uv, int p_lod) {
+ float lod = float(p_lod);
+ vec2 tex_size = vec2(glow_texture_size >> p_lod);
+ vec2 texel_size = vec2(1.0) / tex_size;
+
+ uv = uv * tex_size + vec2(0.5);
+
+ vec2 iuv = floor(uv);
+ vec2 fuv = fract(uv);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
+
+ return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+}
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture_bicubic(m_tex, m_uv, m_lod)
+#else //!USE_GLOW_FILTER_BICUBIC
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+#endif //USE_GLOW_FILTER_BICUBIC
+
+vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
+#ifdef USE_GLOW_REPLACE
+ color = glow;
+#endif
+
+#ifdef USE_GLOW_SCREEN
+ color = max((color + glow) - (color * glow), vec3(0.0));
+#endif
+
+#ifdef USE_GLOW_SOFTLIGHT
+ glow = glow * vec3(0.5) + vec3(0.5);
+
+ color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
+ color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
+ color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
+#endif
+
+#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
+ color += glow;
+#endif
+
+ return color;
+}
+
+vec3 apply_bcs(vec3 color, vec3 bcs) {
+ color = mix(vec3(0.0), color, bcs.x);
+ color = mix(vec3(0.5), color, bcs.y);
+ color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
+
+ return color;
+}
+
+vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
+ color.r = texture(correction_tex, vec2(color.r, 0.0)).r;
+ color.g = texture(correction_tex, vec2(color.g, 0.0)).g;
+ color.b = texture(correction_tex, vec2(color.b, 0.0)).b;
+
+ return color;
+}
+
+vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
+ const float FXAA_REDUCE_MIN = (1.0 / 128.0);
+ const float FXAA_REDUCE_MUL = (1.0 / 8.0);
+ const float FXAA_SPAN_MAX = 8.0;
+
+ vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
+ vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
+ vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
+ vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
+ vec3 rgbM = color;
+ vec3 luma = vec3(0.299, 0.587, 0.114);
+ float lumaNW = dot(rgbNW, luma);
+ float lumaNE = dot(rgbNE, luma);
+ float lumaSW = dot(rgbSW, luma);
+ float lumaSE = dot(rgbSE, luma);
+ float lumaM = dot(rgbM, luma);
+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
+
+ vec2 dir;
+ dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
+ dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
+
+ float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
+ (0.25 * FXAA_REDUCE_MUL),
+ FXAA_REDUCE_MIN);
+
+ float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
+ dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
+ max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
+ dir * rcpDirMin)) *
+ pixel_size;
+
+ vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
+
+ float lumaB = dot(rgbB, luma);
+ if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
+ return rgbA;
+ } else {
+ return rgbB;
+ }
+}
+
+void main() {
+ vec3 color = textureLod(source, uv_interp, 0.0).rgb;
+
+#ifdef USE_FXAA
+ color = apply_fxaa(color, uv_interp, pixel_size);
+#endif
+
+ // Glow
+
+#ifdef USING_GLOW
+ vec3 glow = vec3(0.0);
+#ifdef USE_MULTI_TEXTURE_GLOW
+#ifdef USE_GLOW_LEVEL1
+ glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL2
+ glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL3
+ glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL4
+ glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL5
+ glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL6
+ glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL7
+ glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
+#endif
+#endif
+#endif
+#endif
+#endif
+#endif
+#endif
+
+#else
+
+#ifdef USE_GLOW_LEVEL1
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL2
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL3
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL4
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL5
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL6
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb;
+#endif
+
+#ifdef USE_GLOW_LEVEL7
+ glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
+#endif
+#endif //USE_MULTI_TEXTURE_GLOW
+
+ glow *= glow_intensity;
+ color = apply_glow(color, glow);
+#endif
+
+ // Additional effects
+
+#ifdef USE_BCS
+ color = apply_bcs(color, bcs);
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+ color = apply_color_correction(color, color_correction);
+#endif
+
+ frag_color = vec4(color, 1.0);
+}