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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp139
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h5
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp1
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h2
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp4
-rw-r--r--drivers/gles3/shader_gles3.cpp33
-rw-r--r--drivers/gles3/shaders/canvas.glsl15
-rw-r--r--drivers/gles3/shaders/copy.glsl13
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl12
-rw-r--r--drivers/gles3/shaders/particles.glsl7
-rw-r--r--drivers/gles3/shaders/scene.glsl7
12 files changed, 182 insertions, 62 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index c71bf22965..8c3569bec0 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -28,10 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
-#include "servers/visual/visual_server_raster.h"
-
#include "global_config.h"
#include "os/os.h"
+#include "rasterizer_scene_gles3.h"
+#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
@@ -172,6 +172,11 @@ void RasterizerCanvasGLES3::canvas_begin() {
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
+ if (storage->frame.current_rt) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+ }
//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
@@ -282,7 +287,11 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
-
+ if (storage->frame.current_rt) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+ }
state.using_texture_rect = p_enable;
state.using_ninepatch = p_ninepatch;
}
@@ -822,6 +831,78 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material,
#endif
+void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
+
+ state.canvas_texscreen_used = true;
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+
+ Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
+
+ if (p_rect != Rect2()) {
+
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
+
+ scene_render->_copy_screen();
+
+ for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
+
+ int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
+ int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
+ glViewport(0, 0, vp_w, vp_h);
+ //horizontal pass
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
+ scene_render->state.effect_blur_shader.bind();
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
+
+ scene_render->_copy_screen();
+
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
+
+ //vertical pass
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
+ scene_render->state.effect_blur_shader.bind();
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+ scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
+
+ scene_render->_copy_screen();
+
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
+ }
+
+ scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ state.canvas_shader.bind(); //back to canvas
+
+ if (state.using_texture_rect) {
+ state.using_texture_rect = false;
+ _set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch);
+ }
+}
+
void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) {
Item *current_clip = NULL;
@@ -875,44 +956,17 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
glDisable(GL_SCISSOR_TEST);
}
}
-#if 0
- if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
- Rect2 rect;
- int x,y;
+ if (ci->copy_back_buffer) {
if (ci->copy_back_buffer->full) {
- x = viewport.x;
- y = window_size.height-(viewport.height+viewport.y);
- } else {
- x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
- y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
- }
- glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
-
-#ifdef GLEW_ENABLED
- if (current_rt) {
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- } else {
- glReadBuffer(GL_BACK);
- }
-#endif
- if (current_rt) {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
- //window_size.height-(viewport.height+viewport.y)
+ _copy_texscreen(Rect2());
} else {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+ _copy_texscreen(ci->copy_back_buffer->rect);
}
-
- canvas_texscreen_used=true;
- glActiveTexture(GL_TEXTURE0);
-
}
-#endif
-
//begin rect
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
@@ -934,6 +988,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (shader_ptr && shader_ptr != shader_cache) {
+ if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
+ //copy if not copied before
+ _copy_texscreen(Rect2());
+ }
+
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
@@ -1046,7 +1105,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
-
+ if (storage->frame.current_rt) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+ }
if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
_canvas_item_render_commands(ci, current_clip, reclip);
@@ -1376,6 +1439,12 @@ void RasterizerCanvasGLES3::reset_canvas() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ //use for reading from screen
+ if (storage->frame.current_rt) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+ }
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -1543,7 +1612,7 @@ void RasterizerCanvasGLES3::initialize() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.canvas_shader.init();
- state.canvas_shader.set_base_material_tex_index(1);
+ state.canvas_shader.set_base_material_tex_index(2);
state.canvas_shadow_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 5859820364..ee018e15ea 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -34,6 +34,8 @@
#include "servers/visual/rasterizer.h"
#include "shaders/canvas_shadow.glsl.gen.h"
+class RasterizerSceneGLES3;
+
class RasterizerCanvasGLES3 : public RasterizerCanvas {
public:
struct CanvasItemUBO {
@@ -42,6 +44,8 @@ public:
float time;
};
+ RasterizerSceneGLES3 *scene_render;
+
struct Data {
GLuint canvas_quad_vertices;
@@ -118,6 +122,7 @@ public:
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
+ _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light);
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 53df7e9c3d..0cfa8a7d6e 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -412,6 +412,7 @@ RasterizerGLES3::RasterizerGLES3() {
canvas = memnew(RasterizerCanvasGLES3);
scene = memnew(RasterizerSceneGLES3);
canvas->storage = storage;
+ canvas->scene_render = scene;
storage->canvas = canvas;
scene->storage = storage;
storage->scene = scene;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 24a57b772b..b1dc32e1c0 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1445,6 +1445,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
+ p_shader->canvas_item.uses_screen_texture = false;
+ p_shader->canvas_item.uses_screen_uv = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@@ -1455,6 +1457,10 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
+
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 2ef47fe2cb..3f8055d613 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -401,6 +401,8 @@ public:
};
int light_mode;
+ bool uses_screen_texture;
+ bool uses_screen_uv;
} canvas_item;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 41421a3e2f..6c568714f8 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -680,7 +680,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
- actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
+ actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
@@ -694,6 +695,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index e08ef0ad12..c821acadf5 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -289,16 +289,17 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
#endif
strings.push_back(vertex_code0.get_data());
+
if (cc) {
- code_globals = cc->vertex_globals.ascii();
- strings.push_back(code_globals.get_data());
+ material_string = cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
- material_string = cc->uniforms.ascii();
- strings.push_back(material_string.get_data());
+ code_globals = cc->vertex_globals.ascii();
+ strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code2.get_data());
@@ -387,15 +388,15 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
strings.push_back(fragment_code0.get_data());
if (cc) {
- code_globals = cc->fragment_globals.ascii();
- strings.push_back(code_globals.get_data());
+ material_string = cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
- material_string = cc->uniforms.ascii();
- strings.push_back(material_string.get_data());
+ code_globals = cc->fragment_globals.ascii();
+ strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code2.get_data());
@@ -617,21 +618,21 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
- int cpos = code.find(globals_tag);
+ int cpos = code.find(material_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + globals_tag.length(), code.length());
+ code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(material_tag);
+ cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + material_tag.length(), code.length());
+ String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
@@ -651,14 +652,14 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = fragment_code;
- int cpos = code.find(globals_tag);
+ int cpos = code.find(material_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
- code = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code.find(material_tag);
+ code = code.substr(cpos + material_tag.length(), code.length());
+ cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
@@ -667,7 +668,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
fragment_code1 = code.substr(0, cpos).ascii();
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
- String code2 = code.substr(cpos + material_tag.length(), code.length());
+ String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(light_code_tag);
if (cpos == -1) {
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index e97ce62daa..31bae66278 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -90,7 +90,6 @@ uniform int h_frames;
uniform int v_frames;
#endif
-VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
@@ -102,6 +101,8 @@ MATERIAL_UNIFORMS
#endif
+VERTEX_SHADER_GLOBALS
+
void main() {
vec4 vertex_color = color_attrib;
@@ -211,6 +212,11 @@ uniform sampler2D screen_texture; // texunit:-3
#endif
+#if defined(SCREEN_UV_USED)
+
+uniform vec2 screen_pixel_size;
+#endif
+
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
@@ -256,7 +262,7 @@ const bool at_light_pass = false;
uniform mediump vec4 final_modulate;
-FRAGMENT_SHADER_GLOBALS
+
layout(location=0) out mediump vec4 frag_color;
@@ -272,6 +278,7 @@ MATERIAL_UNIFORMS
#endif
+FRAGMENT_SHADER_GLOBALS
void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
@@ -410,8 +417,8 @@ void main() {
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
#endif
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index b0fb525e20..a7c388815d 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -17,6 +17,12 @@ out vec2 uv_interp;
out vec2 uv2_interp;
+#ifdef USE_COPY_SECTION
+
+uniform vec4 copy_section;
+
+#endif
+
void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
@@ -30,6 +36,13 @@ void main() {
#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
+
+#ifdef USE_COPY_SECTION
+
+ uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+ gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#endif
+
}
[fragment]
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 89afa12f60..8ca8e21f11 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -6,11 +6,21 @@ layout(location=4) in vec2 uv_in;
out vec2 uv_interp;
+#ifdef USE_BLUR_SECTION
+
+uniform vec4 blur_section;
+
+#endif
void main() {
- uv_interp = uv_in;
+ uv_interp = uv_in;
gl_Position = vertex_attrib;
+#ifdef USE_BLUR_SECTION
+
+ uv_interp = blur_section.xy + uv_interp * blur_section.zw;
+ gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
+#endif
}
[fragment]
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index ec2577538c..6a977a201e 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -47,7 +47,6 @@ out highp vec4 out_xform_1; //tfb:
out highp vec4 out_xform_2; //tfb:
out highp vec4 out_xform_3; //tfb:
-VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
@@ -59,6 +58,9 @@ MATERIAL_UNIFORMS
#endif
+
+VERTEX_SHADER_GLOBALS
+
uint hash(uint x) {
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
@@ -233,7 +235,6 @@ VERTEX_SHADER_CODE
//any code here is never executed, stuff is filled just so it works
-FRAGMENT_SHADER_GLOBALS
#if defined(USE_MATERIAL)
@@ -245,6 +246,8 @@ MATERIAL_UNIFORMS
#endif
+FRAGMENT_SHADER_GLOBALS
+
void main() {
{
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index a047e693cb..40a295bc83 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -146,7 +146,7 @@ out vec3 binormal_interp;
#endif
-VERTEX_SHADER_GLOBALS
+
#if defined(USE_MATERIAL)
@@ -159,6 +159,8 @@ MATERIAL_UNIFORMS
#endif
+VERTEX_SHADER_GLOBALS
+
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
@@ -418,8 +420,6 @@ layout(std140) uniform Radiance { //ubo:2
/* Material Uniforms */
-FRAGMENT_SHADER_GLOBALS
-
#if defined(USE_MATERIAL)
@@ -431,6 +431,7 @@ MATERIAL_UNIFORMS
#endif
+FRAGMENT_SHADER_GLOBALS
layout(std140) uniform SceneData {