diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 287 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas_uniforms_inc.glsl | 21 |
2 files changed, 3 insertions, 305 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 5ec25327be..7334100575 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -210,8 +210,8 @@ void main() { #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" -uniform sampler2D atlas_texture; //texunit:-2 -uniform sampler2D shadow_atlas_texture; //texunit:-3 +//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 @@ -241,54 +241,8 @@ layout(std140) uniform MaterialUniforms{ }; #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) { @@ -332,95 +286,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo #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); } @@ -487,8 +352,7 @@ void main() { 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); + bool using_light = false; vec3 normal; @@ -547,156 +411,11 @@ void main() { #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 > 0.0) { - if (pos_rot.x > 0.0) { - 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 < 0.0) { - 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_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl index 6b61fe9375..6b65e09cbf 100644 --- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl +++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl @@ -94,27 +94,6 @@ layout(std140) uniform CanvasData { //ubo:0 #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]; |