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-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl584
1 files changed, 0 insertions, 584 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
deleted file mode 100644
index 28135fce31..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ /dev/null
@@ -1,584 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-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;
-
-layout(location = 6) in uvec4 bones_attrib;
-
-#endif
-
-#include "canvas_uniforms_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-layout(location = 1) out vec4 color_interp;
-layout(location = 2) out vec2 vertex_interp;
-
-#ifdef USE_NINEPATCH
-
-layout(location = 3) out vec2 pixel_size_interp;
-
-#endif
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-VERTEX_SHADER_GLOBALS
-/* clang-format on */
-
-void main() {
-
- vec4 instance_custom = vec4(0.0);
-#ifdef USE_PRIMITIVE
-
- //weird bug,
- //this works
- vec2 vertex;
- vec2 uv;
- vec4 color;
-
- if (gl_VertexIndex == 0) {
- vertex = draw_data.points[0];
- uv = draw_data.uvs[0];
- color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
- } else if (gl_VertexIndex == 1) {
- vertex = draw_data.points[1];
- uv = draw_data.uvs[1];
- color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
- } else {
- vertex = draw_data.points[2];
- uv = draw_data.uvs[2];
- color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
- }
- uvec4 bones = uvec4(0, 0, 0, 0);
-
-#elif defined(USE_ATTRIBUTES)
-
- vec2 vertex = vertex_attrib;
- vec4 color = color_attrib;
- vec2 uv = uv_attrib;
-
- uvec4 bones = bones_attrib;
-#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));
- vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
-
- vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
- vec4 color = draw_data.modulation;
- vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
- uvec4 bones = uvec4(0, 0, 0, 0);
-
-#endif
-
- mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
-
-#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(
- vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
- vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(0.0, 0.0, 0.0, 1.0));
- offset += 8;
- if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
- vec4 instance_color;
- if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
- instance_color = unpackUnorm4x8(bits);
- offset += 1;
- } else {
- instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- offser += 4;
- }
-
- color *= instance_color;
- }
- if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
- if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
- instance_custom = unpackUnorm4x8(bits);
- } else {
- instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- }
- }
- }
-
-#endif
-
-#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
- //scale by texture size
- vertex /= draw_data.color_texture_pixel_size;
- }
-#endif
-
-#ifdef USE_POINT_SIZE
- float point_size = 1.0;
-#endif
- {
- /* clang-format off */
-VERTEX_SHADER_CODE
- /* clang-format on */
- }
-
-#ifdef USE_NINEPATCH
- pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
-#endif
-
-#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
-#endif
-
- 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
- uv += 1e-5;
- }
-
-#ifdef USE_ATTRIBUTES
-#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;
-
- 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_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
-
- vertex_interp = vertex;
- uv_interp = uv;
-
- gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
-
-#ifdef USE_POINT_SIZE
- gl_PointSize = point_size;
-#endif
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-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;
-
-#ifdef USE_NINEPATCH
-
-layout(location = 3) in vec2 pixel_size_interp;
-
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-FRAGMENT_SHADER_GLOBALS
-/* clang-format on */
-
-#ifdef LIGHT_SHADER_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) {
-
- vec4 light = vec4(0.0);
- /* clang-format off */
-LIGHT_SHADER_CODE
- /* clang-format on */
- 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) {
-
- float tex_size = 1.0 / tex_pixel_size;
-
- if (pixel < margin_begin) {
- return pixel * tex_pixel_size;
- } else if (pixel >= draw_size - margin_end) {
- return (tex_size - (draw_size - pixel)) * tex_pixel_size;
- } else {
- if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
- draw_center--;
- }
-
- // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
- if (np_repeat == 0) { // Stretch.
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
- } else if (np_repeat == 1) { // Tile.
- // Convert to offset.
- float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ofs) * tex_pixel_size;
- } else if (np_repeat == 2) { // Tile Fit.
- // Calculate scale.
- float src_area = draw_size - margin_begin - margin_end;
- float dst_area = tex_size - margin_begin - margin_end;
- float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / src_area;
- ratio = mod(ratio * scale, 1.0);
- // Scale to source texture.
- return (margin_begin + ratio * dst_area) * tex_pixel_size;
- } else { // Shouldn't happen, but silences compiler warning.
- return 0.0;
- }
- }
-}
-
-#endif
-
-void main() {
-
- vec4 color = color_interp;
- vec2 uv = uv_interp;
- vec2 vertex = vertex_interp;
-
-#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
-
-#ifdef USE_NINEPATCH
-
- int draw_center = 2;
- uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
-
- if (draw_center == 0) {
- color.a = 0.0;
- }
-
- uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
-
-#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));
- }
-
-#endif
-
- color *= texture(sampler2D(color_texture, texture_sampler), uv);
-
- uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
-
- vec3 normal;
-
-#if defined(NORMAL_USED)
-
- bool normal_used = true;
-#else
- bool normal_used = false;
-#endif
-
- if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
- normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
- normal_used = true;
- } else {
- normal = vec3(0.0, 0.0, 1.0);
- }
-
- vec4 specular_shininess;
-
-#if defined(SPECULAR_SHININESS_USED)
-
- bool specular_shininess_used = true;
-#else
- bool specular_shininess_used = false;
-#endif
-
- if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
- specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
- specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
- specular_shininess_used = true;
- } else {
- specular_shininess = vec4(1.0);
- }
-
-#if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
-#else
- vec2 screen_uv = vec2(0.0);
-#endif
-
- vec3 light_vertex = vec3(vertex, 0.0);
- vec2 shadow_vertex = vertex;
-
- {
- float normal_depth = 1.0;
-
-#if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
-#endif
-
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
-
-#if defined(NORMALMAP_USED)
- normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
-#endif
- }
-
- if (normal_used) {
- //convert by item transform
- normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
- //convert by canvas transform
- normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
- }
-
- vec4 base_color = color;
- if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
- color = vec4(0.0); //invisible by default due to using light mask
- }
-
- color *= canvas_data.canvas_modulation;
-#ifdef USE_LIGHTING
- for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
- if (i >= light_count) {
- break;
- }
- uint light_base;
- if (i < 8) {
- if (i < 4) {
- light_base = draw_data.lights[0];
- } else {
- light_base = draw_data.lights[1];
- }
- } else {
- if (i < 12) {
- light_base = draw_data.lights[2];
- } else {
- light_base = draw_data.lights[3];
- }
- }
- light_base >>= (i & 3) * 8;
- light_base &= 0xFF;
-
- vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.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.
- vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
- vec4 light_base_color = light_array.data[light_base].color;
-
-#ifdef LIGHT_SHADER_CODE_USED
-
- vec4 shadow_modulate = vec4(1.0);
- vec3 light_position = vec3(light_array.data[light_base].position, light_array.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, color, uv);
-#else
-
- 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);
- 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);
-
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
- }
-#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_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);
- 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) {
- if (pos_rot.x > 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) {
- 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;
- }
- }
-
- //float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
- vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
-
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
- shadow /= 13.0;
- }
-
- vec4 shadow_color = light_array.data[light_base].shadow_color;
-#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
-#endif
- light_color = mix(light_color, shadow_color, shadow);
- }
-
- uint blend_mode = light_array.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;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a *= base_color.a;
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
- }
-#endif
-
- frag_color = color;
-}