diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 42 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 501 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles_copy.glsl | 122 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 17 |
6 files changed, 637 insertions, 51 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index b8bb08ec34..2686b1aa48 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -19,3 +19,5 @@ if "GLES3_GLSL" in env["BUILDERS"]: env.GLES3_GLSL("cubemap_filter.glsl") env.GLES3_GLSL("canvas_occlusion.glsl") env.GLES3_GLSL("canvas_sdf.glsl") + env.GLES3_GLSL("particles.glsl") + env.GLES3_GLSL("particles_copy.glsl") diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index ca806304c5..cdae05a516 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -153,48 +153,6 @@ void main() { 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; diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 88464876f1..6fcb23204d 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -31,7 +31,7 @@ uniform samplerCube source_cube; //texunit:0 uniform int face_id; #ifndef MODE_DIRECT_WRITE -uniform int sample_count; +uniform uint sample_count; uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT]; uniform float weight; #endif @@ -105,7 +105,7 @@ void main() { T[1] = cross(N, T[0]); T[2] = N; - for (int sample_num = 0; sample_num < sample_count; sample_num++) { + for (uint sample_num = 0u; sample_num < sample_count; sample_num++) { vec4 sample_direction_mip = sample_directions_mip[sample_num]; vec3 L = T * sample_direction_mip.xyz; vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb; diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl new file mode 100644 index 0000000000..f8741a22ab --- /dev/null +++ b/drivers/gles3/shaders/particles.glsl @@ -0,0 +1,501 @@ +/* clang-format off */ +#[modes] + +mode_default = + +#[specializations] + +MODE_3D = false +USERDATA1_USED = false +USERDATA2_USED = false +USERDATA3_USED = false +USERDATA4_USED = false +USERDATA5_USED = false +USERDATA6_USED = false + +#[vertex] + +#define SDF_MAX_LENGTH 16384.0 + +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; +}; + +// This needs to be outside clang-format so the ubo comment is in the right place +#ifdef MATERIAL_UNIFORMS_USED +layout(std140) uniform MaterialUniforms{ //ubo:2 + +#MATERIAL_UNIFORMS + +}; +#endif + +/* clang-format on */ + +#define MAX_ATTRACTORS 32 + +#define ATTRACTOR_TYPE_SPHERE uint(0) +#define ATTRACTOR_TYPE_BOX uint(1) +#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2) + +struct Attractor { + mat4 transform; + vec4 extents; // Extents or radius. w-channel is padding. + + uint type; + float strength; + float attenuation; + float directionality; +}; + +#define MAX_COLLIDERS 32 + +#define COLLIDER_TYPE_SPHERE uint(0) +#define COLLIDER_TYPE_BOX uint(1) +#define COLLIDER_TYPE_SDF uint(2) +#define COLLIDER_TYPE_HEIGHT_FIELD uint(3) +#define COLLIDER_TYPE_2D_SDF uint(4) + +struct Collider { + mat4 transform; + vec4 extents; // Extents or radius. w-channel is padding. + + uint type; + float scale; + float pad0; + float pad1; +}; + +layout(std140) uniform FrameData { //ubo:0 + bool emitting; + uint cycle; + float system_phase; + float prev_system_phase; + + float explosiveness; + float randomness; + float time; + float delta; + + float particle_size; + float pad0; + float pad1; + float pad2; + + uint random_seed; + uint attractor_count; + uint collider_count; + uint frame; + + mat4 emission_transform; + + Attractor attractors[MAX_ATTRACTORS]; + Collider colliders[MAX_COLLIDERS]; +}; + +#define PARTICLE_FLAG_ACTIVE uint(1) +#define PARTICLE_FLAG_STARTED uint(2) +#define PARTICLE_FLAG_TRAILED uint(4) +#define PARTICLE_FRAME_MASK uint(0xFFFF) +#define PARTICLE_FRAME_SHIFT uint(16) + +// ParticleData +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_flags; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +#ifdef MODE_3D +layout(location = 5) in highp vec4 xform_3; +#endif +#ifdef USERDATA1_USED +layout(location = 6) in highp vec4 userdata1; +#endif +#ifdef USERDATA2_USED +layout(location = 7) in highp vec4 userdata2; +#endif +#ifdef USERDATA3_USED +layout(location = 8) in highp vec4 userdata3; +#endif +#ifdef USERDATA4_USED +layout(location = 9) in highp vec4 userdata4; +#endif +#ifdef USERDATA5_USED +layout(location = 10) in highp vec4 userdata5; +#endif +#ifdef USERDATA6_USED +layout(location = 11) in highp vec4 userdata6; +#endif + +out highp vec4 out_color; //tfb: +out highp vec4 out_velocity_flags; //tfb: +out highp vec4 out_custom; //tfb: +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +#ifdef MODE_3D +out highp vec4 out_xform_3; //tfb:MODE_3D +#endif +#ifdef USERDATA1_USED +out highp vec4 out_userdata1; //tfb:USERDATA1_USED +#endif +#ifdef USERDATA2_USED +out highp vec4 out_userdata2; //tfb:USERDATA2_USED +#endif +#ifdef USERDATA3_USED +out highp vec4 out_userdata3; //tfb:USERDATA3_USED +#endif +#ifdef USERDATA4_USED +out highp vec4 out_userdata4; //tfb:USERDATA4_USED +#endif +#ifdef USERDATA5_USED +out highp vec4 out_userdata5; //tfb:USERDATA5_USED +#endif +#ifdef USERDATA6_USED +out highp vec4 out_userdata6; //tfb:USERDATA6_USED +#endif + +uniform sampler2D height_field_texture; //texunit:0 + +uniform float lifetime; +uniform bool clear; +uniform uint total_particles; +uniform bool use_fractional_delta; + +uint hash(uint x) { + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = (x >> uint(16)) ^ x; + return x; +} + +vec3 safe_normalize(vec3 direction) { + const float EPSILON = 0.001; + if (length(direction) < EPSILON) { + return vec3(0.0); + } + return normalize(direction); +} + +// Needed whenever 2D sdf texture is read from as it is packed in RGBA8. +float vec4_to_float(vec4 p_vec) { + return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0; +} + +#GLOBALS + +void main() { + bool apply_forces = true; + bool apply_velocity = true; + float local_delta = delta; + + float mass = 1.0; + + bool restart = false; + + bool restart_position = false; + bool restart_rotation_scale = false; + bool restart_velocity = false; + bool restart_color = false; + bool restart_custom = false; + + mat4 xform = mat4(1.0); + uint flags = 0u; + + if (clear) { + out_color = vec4(1.0); + out_custom = vec4(0.0); + out_velocity_flags = vec4(0.0); + } else { + out_color = color; + out_velocity_flags = velocity_flags; + out_custom = custom; + xform[0] = xform_1; + xform[1] = xform_2; +#ifdef MODE_3D + xform[2] = xform_3; +#endif + xform = transpose(xform); + flags = floatBitsToUint(velocity_flags.w); + } + + //clear started flag if set + flags &= ~PARTICLE_FLAG_STARTED; + + bool collided = false; + vec3 collision_normal = vec3(0.0); + float collision_depth = 0.0; + + vec3 attractor_force = vec3(0.0); + +#if !defined(DISABLE_VELOCITY) + + if (bool(flags & PARTICLE_FLAG_ACTIVE)) { + xform[3].xyz += out_velocity_flags.xyz * local_delta; + } +#endif + uint index = uint(gl_VertexID); + if (emitting) { + float restart_phase = float(index) / float(total_particles); + + if (randomness > 0.0) { + uint seed = cycle; + if (restart_phase >= system_phase) { + seed -= uint(1); + } + seed *= uint(total_particles); + seed += index; + float random = float(hash(seed) % uint(65536)) / 65536.0; + restart_phase += randomness * random * 1.0 / float(total_particles); + } + + restart_phase *= (1.0 - explosiveness); + + if (system_phase > prev_system_phase) { + // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed + + if (restart_phase >= prev_system_phase && restart_phase < system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (system_phase - restart_phase) * lifetime; + } + } + + } else if (delta > 0.0) { + if (restart_phase >= prev_system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (1.0 - restart_phase + system_phase) * lifetime; + } + + } else if (restart_phase < system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (system_phase - restart_phase) * lifetime; + } + } + } + + if (restart) { + flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u; + restart_position = true; + restart_rotation_scale = true; + restart_velocity = true; + restart_color = true; + restart_custom = true; + } + } + + bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE); + + uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index; + + if (restart && particle_active) { +#CODE : START + } + + if (particle_active) { + for (uint i = 0u; i < attractor_count; i++) { + vec3 dir; + float amount; + vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(attractors[i].transform); + + switch (attractors[i].type) { + case ATTRACTOR_TYPE_SPHERE: { + dir = safe_normalize(rel_vec); + float d = length(local_pos) / attractors[i].extents.x; + if (d > 1.0) { + continue; + } + amount = max(0.0, 1.0 - d); + } break; + case ATTRACTOR_TYPE_BOX: { + dir = safe_normalize(rel_vec); + + vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz); + float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z)); + if (d > 1.0) { + continue; + } + amount = max(0.0, 1.0 - d); + + } break; + case ATTRACTOR_TYPE_VECTOR_FIELD: { + } break; + } + amount = pow(amount, attractors[i].attenuation); + dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality)); + attractor_force -= amount * dir * attractors[i].strength; + } + + float particle_size = particle_size; + +#ifdef USE_COLLISION_SCALE + + particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333)); + +#endif + + if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) { + //2D collision + + vec2 pos = xform[3].xy; + vec4 to_sdf_x = colliders[0].transform[0]; + vec4 to_sdf_y = colliders[0].transform[1]; + vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y)); + + vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale); + + vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw; + + if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) { + vec2 pos2 = pos + vec2(0, particle_size); + vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y)); + float sdf_particle_size = distance(sdf_pos, sdf_pos2); + + float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH; + + d -= sdf_particle_size; + + if (d < 0.0) { + const float EPSILON = 0.001; + vec2 n = normalize(vec2( + vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))), + vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON))))); + + collided = true; + sdf_pos2 = sdf_pos + n * d; + pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3])); + + n = pos - pos2; + + collision_normal = normalize(vec3(n, 0.0)); + collision_depth = length(n); + } + } + + } else { + for (uint i = 0u; i < collider_count; i++) { + vec3 normal; + float depth; + bool col = false; + + vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(colliders[i].transform); + + switch (colliders[i].type) { + case COLLIDER_TYPE_SPHERE: { + float d = length(rel_vec) - (particle_size + colliders[i].extents.x); + + if (d < 0.0) { + col = true; + depth = -d; + normal = normalize(rel_vec); + } + + } break; + case COLLIDER_TYPE_BOX: { + vec3 abs_pos = abs(local_pos); + vec3 sgn_pos = sign(local_pos); + + if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) { + //point outside box + + vec3 closest = min(abs_pos, colliders[i].extents.xyz); + vec3 rel = abs_pos - closest; + depth = length(rel) - particle_size; + if (depth < 0.0) { + col = true; + normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos); + depth = -depth; + } + } else { + //point inside box + vec3 axis_len = colliders[i].extents.xyz - abs_pos; + // there has to be a faster way to do this? + if (all(lessThan(axis_len.xx, axis_len.yz))) { + normal = vec3(1, 0, 0); + } else if (all(lessThan(axis_len.yy, axis_len.xz))) { + normal = vec3(0, 1, 0); + } else { + normal = vec3(0, 0, 1); + } + + col = true; + depth = dot(normal * axis_len, vec3(1)) + particle_size; + normal = mat3(colliders[i].transform) * (normal * sgn_pos); + } + + } break; + case COLLIDER_TYPE_SDF: { + } break; + case COLLIDER_TYPE_HEIGHT_FIELD: { + vec3 local_pos_bottom = local_pos; + local_pos_bottom.y -= particle_size; + + if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) { + continue; + } + const float DELTA = 1.0 / 8192.0; + + vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5; + + float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r; + + if (y > uvw_pos.y) { + //inside heightfield + + vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz; + vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz; + vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz; + + normal = normalize(cross(pos1 - pos2, pos1 - pos3)); + float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y; + + col = true; + depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + } + + } break; + } + + if (col) { + if (!collided) { + collided = true; + collision_normal = normal; + collision_depth = depth; + } else { + vec3 c = collision_normal * collision_depth; + c += normal * max(0.0, depth - dot(normal, c)); + collision_normal = normalize(c); + collision_depth = length(c); + } + } + } + } + } + + if (particle_active) { +#CODE : PROCESS + } + + flags &= ~PARTICLE_FLAG_ACTIVE; + if (particle_active) { + flags |= PARTICLE_FLAG_ACTIVE; + } + + xform = transpose(xform); + out_xform_1 = xform[0]; + out_xform_2 = xform[1]; +#ifdef MODE_3D + out_xform_3 = xform[2]; +#endif + out_velocity_flags.w = uintBitsToFloat(flags); +} + +/* clang-format off */ +#[fragment] + +void main() { +} +/* clang-format on */ diff --git a/drivers/gles3/shaders/particles_copy.glsl b/drivers/gles3/shaders/particles_copy.glsl new file mode 100644 index 0000000000..f273cb7b64 --- /dev/null +++ b/drivers/gles3/shaders/particles_copy.glsl @@ -0,0 +1,122 @@ +/* clang-format off */ +#[modes] + +mode_default = + +#[specializations] + +MODE_3D = false + +#[vertex] + +#include "stdlib_inc.glsl" + +// ParticleData +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_flags; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +#ifdef MODE_3D +layout(location = 5) in highp vec4 xform_3; +#endif + +/* clang-format on */ +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +#ifdef MODE_3D +out highp vec4 out_xform_3; //tfb:MODE_3D +#endif +flat out highp uvec4 instance_color_custom_data; //tfb: + +uniform lowp vec3 sort_direction; +uniform highp float frame_remainder; + +uniform highp vec3 align_up; +uniform highp uint align_mode; + +uniform highp mat4 inv_emission_transform; + +#define TRANSFORM_ALIGN_DISABLED uint(0) +#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1) +#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2) +#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3) + +#define PARTICLE_FLAG_ACTIVE uint(1) + +void main() { + mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible. + if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) { +#ifdef MODE_3D + txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0))); +#else + txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))); +#endif + + switch (align_mode) { + case TRANSFORM_ALIGN_DISABLED: { + } break; //nothing + case TRANSFORM_ALIGN_Z_BILLBOARD: { + mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction); + local = local * mat3(txform); + txform[0].xyz = local[0]; + txform[1].xyz = local[1]; + txform[2].xyz = local[2]; + + } break; + case TRANSFORM_ALIGN_Y_TO_VELOCITY: { + vec3 v = velocity_flags.xyz; + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + if (length(v) > 0.0) { + txform[1].xyz = normalize(v); + } else { + txform[1].xyz = normalize(txform[1].xyz); + } + + txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz)); + txform[2].xyz = vec3(0.0, 0.0, 1.0) * s; + txform[0].xyz *= s; + txform[1].xyz *= s; + } break; + case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: { + vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + + if (length(sv) == 0.0) { + sv = align_up; + } + + sv = normalize(sv); + + txform[0].xyz = normalize(cross(sv, sort_direction)) * s; + txform[1].xyz = sv * s; + txform[2].xyz = sort_direction * s; + + } break; + } + + txform[3].xyz += velocity_flags.xyz * frame_remainder; + +#ifndef MODE_3D + // In global mode, bring 2D particles to local coordinates + // as they will be drawn with the node position as origin. + txform = inv_emission_transform * txform; +#endif + + txform = transpose(txform); + } + + instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw)); + out_xform_1 = txform[0]; + out_xform_2 = txform[1]; +#ifdef MODE_3D + out_xform_3 = txform[2]; +#endif +} + +/* clang-format off */ +#[fragment] + +void main() { +} +/* clang-format on */ diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ed176c7829..04dba602dd 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -102,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) { vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); float t = max(-v.z, 0.0); v.xy += t * -sign(v.xy); - return v; + return normalize(v); } #ifdef USE_INSTANCING @@ -197,7 +197,7 @@ out vec3 tangent_interp; out vec3 binormal_interp; #endif -#if defined(MATERIAL_UNIFORMS_USED) +#ifdef MATERIAL_UNIFORMS_USED /* clang-format off */ layout(std140) uniform MaterialUniforms { // ubo:3 @@ -366,7 +366,9 @@ void main() { #endif #endif +#ifndef MODE_RENDER_DEPTH #include "tonemap_inc.glsl" +#endif #include "stdlib_inc.glsl" /* texture unit usage, N is max_texture_unity-N @@ -428,7 +430,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1 /* Material Uniforms */ -#if defined(MATERIAL_UNIFORMS_USED) +#ifdef MATERIAL_UNIFORMS_USED /* clang-format off */ layout(std140) uniform MaterialUniforms { // ubo:3 @@ -535,7 +537,7 @@ layout(std140) uniform OmniLightData { // ubo:5 LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint omni_light_indices[MAX_FORWARD_LIGHTS]; -uniform int omni_light_count; +uniform uint omni_light_count; #endif #ifndef DISABLE_LIGHT_SPOT @@ -545,7 +547,7 @@ layout(std140) uniform SpotLightData { // ubo:6 LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint spot_light_indices[MAX_FORWARD_LIGHTS]; -uniform int spot_light_count; +uniform uint spot_light_count; #endif #ifdef USE_ADDITIVE_LIGHTING @@ -918,6 +920,7 @@ void main() { #else vec3 view = -normalize(vertex_interp); #endif + highp mat4 model_matrix = world_transform; vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); @@ -1188,7 +1191,7 @@ void main() { #endif //!DISABLE_LIGHT_DIRECTIONAL #ifndef DISABLE_LIGHT_OMNI - for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) { + for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) { if (i >= omni_light_count) { break; } @@ -1211,7 +1214,7 @@ void main() { #endif // !DISABLE_LIGHT_OMNI #ifndef DISABLE_LIGHT_SPOT - for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) { + for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) { if (i >= spot_light_count) { break; } |