diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/canvas.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/canvas.glsl | 584 |
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; -} |