summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/canvas.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/canvas.glsl')
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl672
1 files changed, 672 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
new file mode 100644
index 0000000000..7808e7ed52
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -0,0 +1,672 @@
+#[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+#ifdef USE_ATTRIBUTES
+layout(location = 0) in vec2 vertex_attrib;
+layout(location = 3) in vec4 color_attrib;
+layout(location = 4) in vec2 uv_attrib;
+
+layout(location = 10) in uvec4 bone_attrib;
+layout(location = 11) in vec4 weight_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 = 0, 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);
+ vec4 bone_weights = vec4(0.0);
+
+#elif defined(USE_ATTRIBUTES)
+
+ vec2 vertex = vertex_attrib;
+ vec4 color = color_attrib;
+ vec2 uv = uv_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));
+ 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));
+ offset += 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 (canvas_data.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
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+#include "canvas_uniforms_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+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 = 0, std140) uniform MaterialUniforms{
+ /* clang-format off */
+MATERIAL_UNIFORMS
+ /* clang-format on */
+} material;
+#endif
+
+vec2 screen_uv_to_sdf(vec2 p_uv) {
+ return canvas_data.screen_to_sdf * p_uv;
+}
+
+float texture_sdf(vec2 p_sdf) {
+ vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
+ float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r;
+ d = d * SDF_MAX_LENGTH - 1.0;
+ return d * canvas_data.tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(EPSILON, 0.0)).r,
+ texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(0.0, EPSILON)).r));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * canvas_data.sdf_to_screen;
+}
+
+/* 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, bool is_directional) {
+ 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
+
+#ifdef USE_LIGHTING
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ 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);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).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 += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).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 += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+#ifdef LIGHT_SHADER_CODE_USED
+ shadow_color *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
+void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
+ 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;
+ }
+}
+
+#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
+ bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (normal_used || (using_light && 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 || (using_light && 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);
+ }
+
+ vec3 base_color = color.rgb;
+ if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
+ color = vec4(0.0); //invisible by default due to using light mask
+ }
+
+#ifdef MODE_LIGHT_ONLY
+ color = vec4(0.0);
+#else
+ color *= canvas_data.canvas_modulation;
+#endif
+
+#if defined(USE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ // Directional Lights
+
+ for (uint i = 0; i < canvas_data.directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array.data[light_base].position;
+ vec4 light_color = light_array.data[light_base].color;
+
+#ifdef LIGHT_SHADER_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ 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.
+
+ vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ shadow_modulate
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; 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.
+ vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
+ 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, false);
+#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));
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#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;
+ }
+ }
+
+ distance *= light_array.data[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ shadow_modulate
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+#endif
+
+ frag_color = color;
+}