diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/canvas.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 29 |
1 files changed, 17 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index f24d90a032..4a18c7c052 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -313,6 +313,14 @@ vec4 light_compute( vec2 uv, vec4 color, bool is_directional) { vec4 light = vec4(0.0); + vec3 light_direction = vec3(0.0); + + if (is_directional) { + light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z)); + light_position = vec3(0.0); + } else { + light_direction = normalize(light_position - light_vertex); + } #CODE : LIGHT @@ -590,13 +598,11 @@ void main() { normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz); } - vec3 base_color = color.rgb; + 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 } - vec4 original_color = color; - #ifdef MODE_LIGHT_ONLY color = vec4(0.0); #elif !defined(MODE_UNSHADED) @@ -616,12 +622,14 @@ void main() { #ifdef LIGHT_CODE_USED vec4 shadow_modulate = vec4(1.0); - light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true); + light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, 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); + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; } #endif @@ -638,8 +646,6 @@ void main() { ); } - light_color.rgb *= original_color.rgb; - light_blend_compute(light_base, light_color, color.rgb); } @@ -677,7 +683,7 @@ void main() { 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, uv, color, false); + light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false); #else light_color.rgb *= light_base_color.rgb * light_base_color.a; @@ -686,9 +692,10 @@ void main() { 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); + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; } #endif if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) { @@ -736,8 +743,6 @@ void main() { ); } - light_color.rgb *= original_color.rgb; - light_blend_compute(light_base, light_color, color.rgb); } #endif |