/*************************************************************************/
/*  rasterizer_canvas_gles2.cpp                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "rasterizer_canvas_gles2.h"

#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/visual_server_raster.h"

#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif

RID RasterizerCanvasGLES2::light_internal_create() {

	return RID();
}

void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
}

void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
}

void RasterizerCanvasGLES2::_set_uniforms() {

	state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
	state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
	state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);

	state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);

	state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);

	if (storage->frame.current_rt) {
		Vector2 screen_pixel_size;
		screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
		screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;

		state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
	}

	if (state.using_skeleton) {
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
	}

	if (state.using_light) {

		Light *light = state.using_light;
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
		Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
		basis_inverse[2] = Vector2();
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);

		if (state.using_shadow) {
			RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
			glBindTexture(GL_TEXTURE_2D, cls->distance);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);

			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
			if (light->radius_cache == 0) {
				state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
			} else {
				state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
			}
			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);

			/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
			canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
			canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
		}
	}
}

void RasterizerCanvasGLES2::canvas_begin() {

	state.canvas_shader.bind();
	state.using_transparent_rt = false;
	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
	}

	if (storage->frame.clear_request) {
		glClearColor(storage->frame.clear_request_color.r,
				storage->frame.clear_request_color.g,
				storage->frame.clear_request_color.b,
				state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
		glClear(GL_COLOR_BUFFER_BIT);
		storage->frame.clear_request = false;
	}

	/*
	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glColorMask(1, 1, 1, 1);
	}
	*/

	reset_canvas();

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	glDisableVertexAttribArray(VS::ARRAY_COLOR);

	// set up default uniforms

	Transform canvas_transform;

	if (storage->frame.current_rt) {

		float csy = 1.0;
		if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
			csy = -1.0;
		}
		canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
	} else {
		Vector2 ssize = OS::get_singleton()->get_window_size();
		canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
	}

	state.uniforms.projection_matrix = canvas_transform;

	state.uniforms.final_modulate = Color(1, 1, 1, 1);

	state.uniforms.modelview_matrix = Transform2D();
	state.uniforms.extra_matrix = Transform2D();

	_set_uniforms();
	_bind_quad_buffer();
}

void RasterizerCanvasGLES2::canvas_end() {

	glBindBuffer(GL_ARRAY_BUFFER, 0);

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		glDisableVertexAttribArray(i);
	}

	state.using_texture_rect = false;
	state.using_skeleton = false;
	state.using_ninepatch = false;
	state.using_transparent_rt = false;
}

RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {

	RasterizerStorageGLES2::Texture *tex_return = NULL;

	if (p_texture.is_valid()) {

		RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);

		if (!texture) {
			state.current_tex = RID();
			state.current_tex_ptr = NULL;

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
			glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

		} else {

			if (texture->redraw_if_visible) {
				VisualServerRaster::redraw_request();
			}

			texture = texture->get_ptr();

			if (texture->render_target) {
				texture->render_target->used_in_frame = true;
			}

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
			glBindTexture(GL_TEXTURE_2D, texture->tex_id);

			state.current_tex = p_texture;
			state.current_tex_ptr = texture;

			tex_return = texture;
		}
	} else {
		state.current_tex = RID();
		state.current_tex_ptr = NULL;

		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
	}

	if (p_normal_map == state.current_normal) {
		//do none
		state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());

	} else if (p_normal_map.is_valid()) {

		RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);

		if (!normal_map) {
			state.current_normal = RID();
			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
			glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);

		} else {

			if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
				VisualServerRaster::redraw_request();
			}

			normal_map = normal_map->get_ptr();

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
			glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
			state.current_normal = p_normal_map;
			state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
		}

	} else {

		state.current_normal = RID();
		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
		glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
	}

	return tex_return;
}

void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

	uint32_t buffer_ofs = 0;

	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
	buffer_ofs += sizeof(Vector2) * p_vertex_count;

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	if (p_weights && p_bones) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
		glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
		glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(float) * 4 * p_vertex_count;

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
		glEnableVertexAttribArray(VS::ARRAY_BONES);
		glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(int) * 4 * p_vertex_count;

	} else {
		glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
		glDisableVertexAttribArray(VS::ARRAY_BONES);
	}

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
	if (storage->config.support_32_bits_indices) { //should check for
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
		glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
	} else {
		uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
		for (int i = 0; i < p_index_count; i++) {
			index16[i] = uint16_t(p_indices[i]);
		}
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
		glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

	uint32_t buffer_ofs = 0;

	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
	buffer_ofs += sizeof(Vector2) * p_vertex_count;

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(p_primitive, 0, p_vertex_count);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {

	static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };

	int color_offset = 0;
	int uv_offset = 0;
	int stride = 2;

	if (p_colors) {
		color_offset = stride;
		stride += 4;
	}

	if (p_uvs) {
		uv_offset = stride;
		stride += 2;
	}

	float buffer_data[(2 + 2 + 4) * 4];

	for (int i = 0; i < p_points; i++) {
		buffer_data[stride * i + 0] = p_vertices[i].x;
		buffer_data[stride * i + 1] = p_vertices[i].y;
	}

	if (p_colors) {
		for (int i = 0; i < p_points; i++) {
			buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
			buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
			buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
			buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
		}
	}

	if (p_uvs) {
		for (int i = 0; i < p_points; i++) {
			buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
			buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
	glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);

	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);

	if (p_colors) {
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (p_uvs) {
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(prim[p_points], 0, p_points);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

static const GLenum gl_primitive[] = {
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};

void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {

	int command_count = p_item->commands.size();
	Item::Command **commands = p_item->commands.ptrw();

	for (int i = 0; i < command_count; i++) {

		Item::Command *command = commands[i];

		switch (command->type) {

			case Item::Command::TYPE_LINE: {

				Item::CommandLine *line = static_cast<Item::CommandLine *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				_bind_canvas_texture(RID(), RID());

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);

				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);

				if (line->width <= 1) {
					Vector2 verts[2] = {
						Vector2(line->from.x, line->from.y),
						Vector2(line->to.x, line->to.y)
					};

					_draw_gui_primitive(2, verts, NULL, NULL);
				} else {
					Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;

					Vector2 verts[4] = {
						line->from - t,
						line->from + t,
						line->to + t,
						line->to - t
					};

					_draw_gui_primitive(4, verts, NULL, NULL);
				}
			} break;

			case Item::Command::TYPE_RECT: {

				Item::CommandRect *r = static_cast<Item::CommandRect *>(command);

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);

				bool can_tile = true;
				if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
					// workaround for when setting tiling does not work due to hardware limitation

					RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);

					if (texture) {

						texture = texture->get_ptr();

						if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
							state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
							can_tile = false;
						}
					}
				}

				// On some widespread Nvidia cards, the normal draw method can produce some
				// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
				// See GH-9913.
				// To work it around, we use a simpler draw method which does not flicker, but gives
				// a non negligible performance hit, so it's opt-in (GH-24466).
				if (use_nvidia_rect_workaround) {
					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

					if (state.canvas_shader.bind()) {
						_set_uniforms();
						state.canvas_shader.use_material((void *)p_material);
					}

					Vector2 points[4] = {
						r->rect.position,
						r->rect.position + Vector2(r->rect.size.x, 0.0),
						r->rect.position + r->rect.size,
						r->rect.position + Vector2(0.0, r->rect.size.y),
					};

					if (r->rect.size.x < 0) {
						SWAP(points[0], points[1]);
						SWAP(points[2], points[3]);
					}
					if (r->rect.size.y < 0) {
						SWAP(points[0], points[3]);
						SWAP(points[1], points[2]);
					}

					RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);

					if (texture) {
						Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);

						Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);

						Vector2 uvs[4] = {
							src_rect.position,
							src_rect.position + Vector2(src_rect.size.x, 0.0),
							src_rect.position + src_rect.size,
							src_rect.position + Vector2(0.0, src_rect.size.y),
						};

						if (r->flags & CANVAS_RECT_TRANSPOSE) {
							SWAP(uvs[1], uvs[3]);
						}

						if (r->flags & CANVAS_RECT_FLIP_H) {
							SWAP(uvs[0], uvs[1]);
							SWAP(uvs[2], uvs[3]);
						}
						if (r->flags & CANVAS_RECT_FLIP_V) {
							SWAP(uvs[0], uvs[3]);
							SWAP(uvs[1], uvs[2]);
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

						bool untile = false;

						if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
							untile = true;
						}

						_draw_gui_primitive(4, points, NULL, uvs);

						if (untile) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
						}
					} else {
						static const Vector2 uvs[4] = {
							Vector2(0.0, 0.0),
							Vector2(0.0, 1.0),
							Vector2(1.0, 1.0),
							Vector2(1.0, 0.0),
						};

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
						_draw_gui_primitive(4, points, NULL, uvs);
					}

				} else {
					// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
					_bind_quad_buffer();

					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);

					if (state.canvas_shader.bind()) {
						_set_uniforms();
						state.canvas_shader.use_material((void *)p_material);
					}

					RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);

					if (!tex) {
						Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);

						if (dst_rect.size.width < 0) {
							dst_rect.position.x += dst_rect.size.width;
							dst_rect.size.width *= -1;
						}
						if (dst_rect.size.height < 0) {
							dst_rect.position.y += dst_rect.size.height;
							dst_rect.size.height *= -1;
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
						state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));

						glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
					} else {

						bool untile = false;

						if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
							untile = true;
						}

						Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
						Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);

						Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);

						if (dst_rect.size.width < 0) {
							dst_rect.position.x += dst_rect.size.width;
							dst_rect.size.width *= -1;
						}
						if (dst_rect.size.height < 0) {
							dst_rect.position.y += dst_rect.size.height;
							dst_rect.size.height *= -1;
						}

						if (r->flags & CANVAS_RECT_FLIP_H) {
							src_rect.size.x *= -1;
						}

						if (r->flags & CANVAS_RECT_FLIP_V) {
							src_rect.size.y *= -1;
						}

						if (r->flags & CANVAS_RECT_TRANSPOSE) {
							dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

						state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
						state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));

						glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

						if (untile) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
						}
					}

					glBindBuffer(GL_ARRAY_BUFFER, 0);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
				}

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);

			} break;

			case Item::Command::TYPE_NINEPATCH: {

				Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);

				RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);

				if (!tex) {
					// FIXME: Handle textureless ninepatch gracefully
					WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
					continue;
				}

				Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);

				// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
				state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

				Rect2 source = np->source;
				if (source.size.x == 0 && source.size.y == 0) {
					source.size.x = tex->width;
					source.size.y = tex->height;
				}

				// prepare vertex buffer

				// this buffer contains [ POS POS UV UV ] *

				float buffer[16 * 2 + 16 * 2];

				{

					// first row

					buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(0 * 4 * 4) + 1] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
					buffer[(0 * 4 * 4) + 5] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
					buffer[(0 * 4 * 4) + 9] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(0 * 4 * 4) + 13] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;

					// second row

					buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];

					buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
					buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];

					buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
					buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];

					buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];

					buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					// third row

					buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];

					buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
					buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];

					buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
					buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];

					buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];

					buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					// fourth row

					buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
					buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
					buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
				}

				glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
				glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);

				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);

				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
				glEnableVertexAttribArray(VS::ARRAY_TEX_UV);

				glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
				glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));

				glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);

				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

			} break;

			case Item::Command::TYPE_CIRCLE: {

				Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				static const int num_points = 32;

				Vector2 points[num_points + 1];
				points[num_points] = circle->pos;

				int indices[num_points * 3];

				for (int j = 0; j < num_points; j++) {
					points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
					indices[j * 3 + 0] = j;
					indices[j * 3 + 1] = (j + 1) % num_points;
					indices[j * 3 + 2] = num_points;
				}

				_bind_canvas_texture(RID(), RID());

				_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
			} break;

			case Item::Command::TYPE_POLYGON: {

				Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
			} break;
			case Item::Command::TYPE_MESH: {

				Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
				if (mesh_data) {

					for (int j = 0; j < mesh_data->surfaces.size(); j++) {
						RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
						// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing

						glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);

						if (s->index_array_len > 0) {
							glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
						}

						for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
							if (s->attribs[k].enabled) {
								glEnableVertexAttribArray(k);
								glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
							} else {
								glDisableVertexAttribArray(k);
								switch (k) {
									case VS::ARRAY_NORMAL: {
										glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
									} break;
									case VS::ARRAY_COLOR: {
										glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

									} break;
									default: {}
								}
							}
						}

						if (s->index_array_len > 0) {
							glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
						} else {
							glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
						}
					}

					for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
						glDisableVertexAttribArray(j);
					}
				}

			} break;
			case Item::Command::TYPE_MULTIMESH: {
				Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);

				RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);

				if (!multi_mesh)
					break;

				RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);

				if (!mesh_data)
					break;

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				//reset shader and force rebind

				int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);

				if (amount == -1) {
					amount = multi_mesh->size;
				}

				int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;

				int color_ofs = multi_mesh->xform_floats;
				int custom_data_ofs = color_ofs + multi_mesh->color_floats;

				// drawing

				const float *base_buffer = multi_mesh->data.ptr();

				for (int j = 0; j < mesh_data->surfaces.size(); j++) {
					RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
					// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing

					//bind buffers for mesh surface
					glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);

					if (s->index_array_len > 0) {
						glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
					}

					for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
						if (s->attribs[k].enabled) {
							glEnableVertexAttribArray(k);
							glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
						} else {
							glDisableVertexAttribArray(k);
							switch (k) {
								case VS::ARRAY_NORMAL: {
									glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
								} break;
								case VS::ARRAY_COLOR: {
									glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

								} break;
								default: {}
							}
						}
					}

					for (int k = 0; k < amount; k++) {
						const float *buffer = base_buffer + k * stride;

						{

							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
							if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
							} else {
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
							}
						}

						if (multi_mesh->color_floats) {
							if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
								uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
							} else {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
							}
						}

						if (multi_mesh->custom_data_floats) {
							if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
								uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
							} else {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
							}
						}

						if (s->index_array_len > 0) {
							glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
						} else {
							glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
						}
					}
				}

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);

			} break;
			case Item::Command::TYPE_POLYLINE: {
				Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				_bind_canvas_texture(RID(), RID());

				if (pline->triangles.size()) {
					_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
				} else {
					if (pline->multiline) {
						int todo = pline->lines.size() / 2;
						int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
						int offset = 0;

						while (todo) {
							int to_draw = MIN(max_per_call, todo);
							_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
							todo -= to_draw;
							offset += to_draw * 2;
						}
					} else {
						_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
					}
				}
			} break;

			case Item::Command::TYPE_PRIMITIVE: {

				Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				ERR_CONTINUE(primitive->points.size() < 1);

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
					Color c = primitive->colors[0];
					glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
				} else if (primitive->colors.empty()) {
					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
				}

				_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
			} break;

			case Item::Command::TYPE_TRANSFORM: {
				Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
				state.uniforms.extra_matrix = transform->xform;
				state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
			} break;

			case Item::Command::TYPE_PARTICLES: {

			} break;

			case Item::Command::TYPE_CLIP_IGNORE: {

				Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
				if (current_clip) {
					if (ci->ignore != reclip) {
						if (ci->ignore) {
							glDisable(GL_SCISSOR_TEST);
							reclip = true;
						} else {
							glEnable(GL_SCISSOR_TEST);

							int x = current_clip->final_clip_rect.position.x;
							int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
							int w = current_clip->final_clip_rect.size.x;
							int h = current_clip->final_clip_rect.size.y;

							if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
								y = current_clip->final_clip_rect.position.y;

							glScissor(x, y, w, h);

							reclip = false;
						}
					}
				}

			} break;

			default: {
				// FIXME: Proper error handling if relevant
				//print_line("other");
			} break;
		}
	}
}

void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {

	if (storage->frame.current_rt->copy_screen_effect.color == 0) {
		ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
		ERR_FAIL();
	}

	glDisable(GL_BLEND);

	Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);

	Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);

	if (p_rect != Rect2()) {
		storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
	}

	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);

	storage->shaders.copy.bind();
	storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);

	const Vector2 vertpos[4] = {
		Vector2(-1, -1),
		Vector2(-1, 1),
		Vector2(1, 1),
		Vector2(1, -1),
	};

	const Vector2 uvpos[4] = {
		Vector2(0, 0),
		Vector2(0, 1),
		Vector2(1, 1),
		Vector2(1, 0)
	};

	const int indexpos[6] = {
		0, 1, 2,
		2, 3, 0
	};

	_draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);

	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
	glEnable(GL_BLEND);
}

void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {

	state.canvas_texscreen_used = true;

	_copy_screen(p_rect);

	// back to canvas, force rebind
	state.using_texture_rect = false;
	state.canvas_shader.bind();
	_bind_canvas_texture(state.current_tex, state.current_normal);
	_set_uniforms();
}

void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {

	Item *current_clip = NULL;

	RasterizerStorageGLES2::Shader *shader_cache = NULL;

	bool rebind_shader = true;
	bool prev_use_skeleton = false;
	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);

	state.current_tex = RID();
	state.current_tex_ptr = NULL;
	state.current_normal = RID();
	state.canvas_texscreen_used = false;

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	int last_blend_mode = -1;

	RID canvas_last_material = RID();

	while (p_item_list) {

		Item *ci = p_item_list;

		if (current_clip != ci->final_clip_owner) {

			current_clip = ci->final_clip_owner;

			if (current_clip) {
				glEnable(GL_SCISSOR_TEST);
				int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
					y = current_clip->final_clip_rect.position.y;
				glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
			} else {
				glDisable(GL_SCISSOR_TEST);
			}
		}

		// TODO: copy back buffer

		if (ci->copy_back_buffer) {
			if (ci->copy_back_buffer->full) {
				_copy_texscreen(Rect2());
			} else {
				_copy_texscreen(ci->copy_back_buffer->rect);
			}
		}

		RasterizerStorageGLES2::Skeleton *skeleton = NULL;

		{
			//skeleton handling
			if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
				skeleton = storage->skeleton_owner.get(ci->skeleton);
				if (!skeleton->use_2d) {
					skeleton = NULL;
				} else {
					state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
					state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
					state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
				}
			}

			bool use_skeleton = skeleton != NULL;
			if (prev_use_skeleton != use_skeleton) {
				rebind_shader = true;
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
				prev_use_skeleton = use_skeleton;
			}

			if (skeleton) {
				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
				glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
				state.using_skeleton = true;
			} else {
				state.using_skeleton = false;
			}
		}

		Item *material_owner = ci->material_owner ? ci->material_owner : ci;

		RID material = material_owner->material;
		RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);

		if (material != canvas_last_material || rebind_shader) {

			RasterizerStorageGLES2::Shader *shader_ptr = NULL;

			if (material_ptr) {
				shader_ptr = material_ptr->shader;

				if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
					shader_ptr = NULL; // not a canvas item shader, don't use.
				}
			}

			if (shader_ptr) {
				if (shader_ptr->canvas_item.uses_screen_texture) {
					if (!state.canvas_texscreen_used) {
						//copy if not copied before
						_copy_texscreen(Rect2());

						// blend mode will have been enabled so make sure we disable it again later on
						//last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
					}

					if (storage->frame.current_rt->copy_screen_effect.color) {
						glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
						glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
					}
				}

				if (shader_ptr != shader_cache) {

					if (shader_ptr->canvas_item.uses_time) {
						VisualServerRaster::redraw_request();
					}

					state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
					state.canvas_shader.bind();
				}

				int tc = material_ptr->textures.size();
				Pair<StringName, RID> *textures = material_ptr->textures.ptrw();

				ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();

				for (int i = 0; i < tc; i++) {

					glActiveTexture(GL_TEXTURE0 + i);

					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);

					if (!t) {

						switch (texture_hints[i]) {
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
							} break;
							default: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
							} break;
						}

						continue;
					}

					if (t->redraw_if_visible) {
						VisualServerRaster::redraw_request();
					}

					t = t->get_ptr();

#ifdef TOOLS_ENABLED
					if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
						t->detect_normal(t->detect_normal_ud);
					}
#endif
					if (t->render_target)
						t->render_target->used_in_frame = true;

					glBindTexture(t->target, t->tex_id);
				}

			} else {
				state.canvas_shader.set_custom_shader(0);
				state.canvas_shader.bind();
			}
			state.canvas_shader.use_material((void *)material_ptr);

			shader_cache = shader_ptr;

			canvas_last_material = material;

			rebind_shader = false;
		}

		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
		bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
		bool reclip = false;

		if (last_blend_mode != blend_mode) {

			switch (blend_mode) {

				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {

					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {

					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
					}
				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
					} else {
						glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
					}
				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}
				} break;
			}
		}

		state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);

		state.uniforms.modelview_matrix = ci->final_transform;
		state.uniforms.extra_matrix = Transform2D();

		_set_uniforms();

		if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
			_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);

		rebind_shader = true; // hacked in for now.

		if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {

			Light *light = p_light;
			bool light_used = false;
			VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
			state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate

			while (light) {

				if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {

					//intersects this light

					if (!light_used || mode != light->mode) {

						mode = light->mode;

						switch (mode) {

							case VS::CANVAS_LIGHT_MODE_ADD: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);

							} break;
							case VS::CANVAS_LIGHT_MODE_SUB: {
								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);
							} break;
							case VS::CANVAS_LIGHT_MODE_MIX:
							case VS::CANVAS_LIGHT_MODE_MASK: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

							} break;
						}
					}

					if (!light_used) {

						state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
						light_used = true;
					}

					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;

					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
					if (has_shadow) {
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
					}

					state.canvas_shader.bind();
					state.using_light = light;
					state.using_shadow = has_shadow;

					//always re-set uniforms, since light parameters changed
					_set_uniforms();

					glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
					if (!t) {
						glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
					} else {
						t = t->get_ptr();

						glBindTexture(t->target, t->tex_id);
					}

					glActiveTexture(GL_TEXTURE0);
					_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light

					state.using_light = NULL;
				}

				light = light->next_ptr;
			}

			if (light_used) {

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);

				state.canvas_shader.bind();

				last_blend_mode = -1;

				/*
				//this is set again, so it should not be needed anyway?
				state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
							ci->final_modulate.r * p_modulate.r,
							ci->final_modulate.g * p_modulate.g,
							ci->final_modulate.b * p_modulate.b,
							ci->final_modulate.a * p_modulate.a );


				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
				state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
				state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);

				glBlendEquation(GL_FUNC_ADD);

				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

				//@TODO RESET canvas_blend_mode
				*/
			}
		}

		if (reclip) {
			glEnable(GL_SCISSOR_TEST);
			int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
				y = current_clip->final_clip_rect.position.y;
			glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
		}

		p_item_list = p_item_list->next;
	}

	if (current_clip) {
		glDisable(GL_SCISSOR_TEST);
	}

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
}

void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}

void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {

	RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
	ERR_FAIL_COND(!cls);

	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glDisable(GL_CULL_FACE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);

	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
	state.canvas_shadow_shader.bind();

	glViewport(0, 0, cls->size, cls->height);
	glClearDepth(1.0f);
	glClearColor(1, 1, 1, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;

	for (int i = 0; i < 4; i++) {

		//make sure it remains orthogonal, makes easy to read angle later

		Transform light;
		light.origin[0] = p_light_xform[2][0];
		light.origin[1] = p_light_xform[2][1];
		light.basis[0][0] = p_light_xform[0][0];
		light.basis[0][1] = p_light_xform[1][0];
		light.basis[1][0] = p_light_xform[0][1];
		light.basis[1][1] = p_light_xform[1][1];

		//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));

		//p_near=1;
		CameraMatrix projection;
		{
			real_t fov = 90;
			real_t nearp = p_near;
			real_t farp = p_far;
			real_t aspect = 1.0;

			real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
			real_t ymin = -ymax;
			real_t xmin = ymin * aspect;
			real_t xmax = ymax * aspect;

			projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
		}

		Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
		projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());

		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);

		if (i == 0)
			*p_xform_cache = projection;

		glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);

		LightOccluderInstance *instance = p_occluders;

		while (instance) {

			RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
			if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {

				instance = instance->next;
				continue;
			}

			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
			if (cull != instance->cull_cache) {

				cull = instance->cull_cache;
				switch (cull) {
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {

						glDisable(GL_CULL_FACE);

					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_FRONT);
					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_BACK);

					} break;
				}
			}

			glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
			glEnableVertexAttribArray(VS::ARRAY_VERTEX);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);

			glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);

			instance = instance->next;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::reset_canvas() {

	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glEnable(GL_BLEND);

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	} else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	// bind the back buffer to a texture so shaders can use it.
	// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
	// keeping this for now as there's nothing else that uses texture unit 2
	// TODO ^
	if (storage->frame.current_rt) {
		// glActiveTexture(GL_TEXTURE0 + 2);
		// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_bind_quad_buffer() {
	glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {

	state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
	state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
	Vector2 half_size;
	if (storage->frame.current_rt) {
		half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
	} else {
		half_size = OS::get_singleton()->get_window_size();
	}
	half_size *= 0.5;
	Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
	Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);

	float aspect_ratio = p_rect.size.x / p_rect.size.y;

	// setup our lens shader
	state.lens_shader.bind();
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);

	// bind our quad buffer
	_bind_quad_buffer();

	// and draw
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	// and cleanup
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		glDisableVertexAttribArray(i);
	}
}

void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {

	Vector2 window_size = OS::get_singleton()->get_window_size();
	int window_h = window_size.height;
	int window_w = window_size.width;

	glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
	glViewport(0, 0, window_size.width, window_size.height);
	canvas_begin();

	if (black_image[MARGIN_LEFT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_LEFT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_LEFT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_RIGHT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_RIGHT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_TOP].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_TOP], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_TOP]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_BOTTOM].is_valid()) {

		_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_BOTTOM]) {

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
	}

	canvas_end();
}

void RasterizerCanvasGLES2::initialize() {

	// quad buffer
	{
		glGenBuffers(1, &data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);

		const float qv[8] = {
			0, 0,
			0, 1,
			1, 1,
			1, 0
		};

		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);

		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}

	// polygon buffer
	{
		uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		poly_size *= 1024;
		poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
		glGenBuffers(1, &data.polygon_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
		glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);

		data.polygon_buffer_size = poly_size;

		glBindBuffer(GL_ARRAY_BUFFER, 0);

		uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		index_size *= 1024; // kb
		glGenBuffers(1, &data.polygon_index_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	}

	// ninepatch buffers
	{
		// array buffer
		glGenBuffers(1, &data.ninepatch_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);

		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);

		glBindBuffer(GL_ARRAY_BUFFER, 0);

		// element buffer
		glGenBuffers(1, &data.ninepatch_elements);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);

#define _EIDX(y, x) (y * 4 + x)
		uint8_t elems[3 * 2 * 9] = {

			// first row

			_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
			_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),

			_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
			_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),

			_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
			_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),

			// second row

			_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
			_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),

			// the center one would be here, but we'll put it at the end
			// so it's easier to disable the center and be able to use
			// one draw call for both

			_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
			_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),

			// third row

			_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
			_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),

			_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
			_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),

			_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
			_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),

			// center field

			_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
			_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
		};
#undef _EIDX

		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	}

	state.canvas_shadow_shader.init();

	state.canvas_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);

	state.canvas_shader.bind();

	state.lens_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));

	state.using_light = NULL;
	state.using_transparent_rt = false;
	state.using_skeleton = false;
}

void RasterizerCanvasGLES2::finalize() {
}

RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
#ifdef GLES_OVER_GL
	use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
#else
	// Not needed (a priori) on GLES devices
	use_nvidia_rect_workaround = false;
#endif
}