diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/canvas.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/canvas.glsl | 19 |
1 files changed, 2 insertions, 17 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl index 28135fce31..e33b3face9 100644 --- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl +++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl @@ -1,5 +1,4 @@ -/* clang-format off */ -[vertex] +#[vertex] #version 450 @@ -7,7 +6,6 @@ VERSION_DEFINES #ifdef USE_ATTRIBUTES layout(location = 0) in vec2 vertex_attrib; -/* clang-format on */ layout(location = 3) in vec4 color_attrib; layout(location = 4) in vec2 uv_attrib; @@ -40,7 +38,6 @@ VERTEX_SHADER_GLOBALS /* clang-format on */ void main() { - vec4 instance_custom = vec4(0.0); #ifdef USE_PRIMITIVE @@ -88,7 +85,6 @@ void main() { #if 0 if (draw_data.flags & FLAGS_INSTANCING_ENABLED) { - uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK; offset *= gl_InstanceIndex; mat4 instance_xform = mat4( @@ -149,7 +145,6 @@ VERTEX_SHADER_CODE color_interp = color; if (bool(draw_data.flags & FLAGS_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 @@ -160,7 +155,6 @@ VERTEX_SHADER_CODE #if 0 if (bool(draw_data.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; @@ -211,8 +205,7 @@ VERTEX_SHADER_CODE #endif } -/* clang-format off */ -[fragment] +#[fragment] #version 450 @@ -221,7 +214,6 @@ VERSION_DEFINES #include "canvas_uniforms_inc.glsl" layout(location = 0) in vec2 uv_interp; -/* clang-format on */ layout(location = 1) in vec4 color_interp; layout(location = 2) in vec2 vertex_interp; @@ -258,7 +250,6 @@ vec4 light_compute( vec2 screen_uv, vec2 uv, vec4 color) { - vec4 light = vec4(0.0); /* clang-format off */ LIGHT_SHADER_CODE @@ -271,7 +262,6 @@ LIGHT_SHADER_CODE #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) { @@ -313,7 +303,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo #endif void main() { - vec4 color = color_interp; vec2 uv = uv_interp; vec2 vertex = vertex_interp; @@ -335,7 +324,6 @@ void main() { #endif if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) { - uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw)); } @@ -348,7 +336,6 @@ void main() { vec3 normal; #if defined(NORMAL_USED) - bool normal_used = true; #else bool normal_used = false; @@ -458,7 +445,6 @@ FRAGMENT_SHADER_CODE light_color.rgb *= light_base_color.rgb * light_base_color.a; if (normal_used) { - vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height); vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos - pos); @@ -490,7 +476,6 @@ FRAGMENT_SHADER_CODE } if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { - vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.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); |