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-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl33
2 files changed, 33 insertions, 7 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index 51d7193a03..7808e7ed52 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -9,7 +9,8 @@ layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
-layout(location = 6) in uvec4 bones_attrib;
+layout(location = 10) in uvec4 bone_attrib;
+layout(location = 11) in vec4 weight_attrib;
#endif
@@ -61,6 +62,7 @@ void main() {
color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
}
uvec4 bones = uvec4(0, 0, 0, 0);
+ vec4 bone_weights = vec4(0.0);
#elif defined(USE_ATTRIBUTES)
@@ -68,7 +70,8 @@ void main() {
vec4 color = color_attrib;
vec2 uv = uv_attrib;
- uvec4 bones = bones_attrib;
+ uvec4 bones = bone_attrib;
+ vec4 bone_weights = weight_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));
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 285698f060..5d87dec79f 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -24,7 +24,29 @@ layout(location = 4) in vec2 uv_attrib;
layout(location = 5) in vec2 uv2_attrib;
#endif
-layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
+#if defined(CUSTOM2_USED)
+layout(location = 8) in vec4 custom2_attrib;
+#endif
+
+#if defined(CUSTOM3_USED)
+layout(location = 9) in vec4 custom3_attrib;
+#endif
+
+#if defined(BONES_USED)
+layout(location = 10) in uvec4 bone_attrib;
+#endif
+
+#if defined(WEIGHTS_USED)
+layout(location = 11) in vec4 weight_attrib;
+#endif
/* Varyings */
@@ -116,14 +138,15 @@ void main() {
}
vec3 vertex = vertex_attrib;
- vec3 normal = normal_attrib;
+ vec3 normal = normal_attrib * 2.0 - 1.0;
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz;
- float binormalf = tangent_attrib.a;
+ vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
+ float binormalf = tangent_attrib.a * 2.0 - 1.0;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
+#if 0
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) {
//multimesh, instances are for it
@@ -147,7 +170,7 @@ void main() {
binormal = (vec4(binormal, 0.0) * m).xyz;
#endif
}
-
+#endif
uv_interp = uv_attrib;
#if defined(UV2_USED) || defined(USE_LIGHTMAP)