diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/canvas.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 672 |
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; +} |