summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas.glsl97
-rw-r--r--drivers/gles3/shaders/copy.glsl181
2 files changed, 40 insertions, 238 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 381a0e8a73..9c426dd3ef 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -5,6 +5,7 @@ mode_quad =
mode_ninepatch = #define USE_NINEPATCH
mode_primitive = #define USE_PRIMITIVE
mode_attributes = #define USE_ATTRIBUTES
+mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
@@ -20,6 +21,15 @@ layout(location = 4) in vec2 uv_attrib;
layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
+#ifdef USE_INSTANCING
+
+layout(location = 5) in highp vec4 instance_xform0;
+layout(location = 6) in highp vec4 instance_xform1;
+layout(location = 7) in lowp vec4 instance_color;
+layout(location = 8) in highp vec4 instance_custom_data;
+
+#endif
+
#endif
// This needs to be outside clang-format so the ubo comment is in the right place
@@ -77,13 +87,21 @@ void main() {
vec4 bone_weights = vec4(0.0);
#elif defined(USE_ATTRIBUTES)
-
+#ifdef USE_INSTANCING
+ draw_data_instance = 0;
+#endif
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;
+
+#ifdef USE_INSTANCING
+ color *= instance_color;
+ instance_custom = instance_custom_data;
+#endif
+
#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));
@@ -98,81 +116,10 @@ void main() {
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_INSTANCING
+ model_matrix = model_matrix * transpose(mat4(instance_xform0, instance_xform1, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
+#endif // USE_INSTANCING
-#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
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index 62332a15a7..ca2fc7e36d 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -1,204 +1,59 @@
/* clang-format off */
#[modes]
-mode_default =
-mode_cubemap = #define USE_CUBEMAP
-mode_panorama = #define USE_PANORAMA
+mode_default = #define MODE_SIMPLE_COPY
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
+mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
+mode_mipmap = #define MODE_MIPMAP
+mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
#[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;
+layout(location = 0) in vec2 vertex_attrib;
-#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
-out vec3 cube_interp;
-#else
out vec2 uv_interp;
-#endif
-out vec2 uv2_interp;
+/* clang-format on */
#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;
+ uv_interp = vertex_attrib * 0.5 + 0.5;
+ gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#ifdef USE_COPY_SECTION
+ gl_Position.xy = (copy_section.xy + (uv_interp.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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;
+#ifdef MODE_SIMPLE_COLOR
+uniform vec4 color_in;
#endif
-#ifdef USE_CUSTOM_ALPHA
-uniform float custom_alpha;
+#ifdef MODE_GAUSSIAN_BLUR
+uniform highp vec2 pixel_size;
#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
+uniform sampler2D source; // texunit:0
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
+#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source, uv_interp);
+ frag_color = color;
#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;
+#ifdef MODE_SIMPLE_COLOR
+ frag_color = color_in;
#endif
-
- frag_color = color;
}