/* clang-format off */ #[modes] mode_quad = mode_ninepatch = #define USE_NINEPATCH mode_primitive = #define USE_PRIMITIVE mode_attributes = #define USE_ATTRIBUTES mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING #[specializations] DISABLE_LIGHTING = false #[vertex] #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; #ifdef USE_INSTANCING layout(location = 1) in highp vec4 instance_xform0; layout(location = 2) in highp vec4 instance_xform1; layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D #endif #endif // This needs to be outside clang-format so the ubo comment is in the right place #ifdef MATERIAL_UNIFORMS_USED layout(std140) uniform MaterialUniforms{ //ubo:4 #MATERIAL_UNIFORMS }; #endif /* clang-format on */ #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" uniform sampler2D transforms_texture; //texunit:-1 out vec2 uv_interp; out vec4 color_interp; out vec2 vertex_interp; flat out int draw_data_instance; #ifdef USE_NINEPATCH out vec2 pixel_size_interp; #endif #GLOBALS void main() { vec4 instance_custom = vec4(0.0); #ifdef USE_PRIMITIVE draw_data_instance = gl_InstanceID; vec2 vertex; vec2 uv; vec4 color; if (gl_VertexID % 3 == 0) { vertex = draw_data[draw_data_instance].point_a; uv = draw_data[draw_data_instance].uv_a; color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba)); } else if (gl_VertexID % 3 == 1) { vertex = draw_data[draw_data_instance].point_b; uv = draw_data[draw_data_instance].uv_b; color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba)); } else { vertex = draw_data[draw_data_instance].point_c; uv = draw_data[draw_data_instance].uv_c; color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba)); } uvec4 bones = uvec4(0, 0, 0, 0); vec4 bone_weights = vec4(0.0); #elif defined(USE_ATTRIBUTES) draw_data_instance = gl_InstanceID; #ifdef USE_INSTANCING draw_data_instance = 0; #endif vec2 vertex = vertex_attrib; vec4 color = color_attrib * draw_data[draw_data_instance].modulation; vec2 uv = uv_attrib; uvec4 bones = bone_attrib; vec4 bone_weights = weight_attrib; #ifdef USE_INSTANCING vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y)); color *= instance_color; instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w)); #endif #else draw_data_instance = gl_VertexID / 6; vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0)); vec2 vertex_base = vertex_base_arr[gl_VertexID % 6]; vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy); vec4 color = draw_data[draw_data_instance].modulation; vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0))); uvec4 bones = uvec4(0, 0, 0, 0); #endif mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0)); #ifdef USE_INSTANCING model_matrix = model_matrix * transpose(mat4(instance_xform0, instance_xform1, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))); #endif // USE_INSTANCING #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_PARTICLES)) { //scale by texture size vertex /= draw_data[draw_data_instance].color_texture_pixel_size; } #endif vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy; #ifdef USE_POINT_SIZE float point_size = 1.0; #endif { #CODE : VERTEX } #ifdef USE_NINEPATCH pixel_size_interp = abs(draw_data[draw_data_instance].dst_rect.zw) * vertex_base; #endif #if !defined(SKIP_TRANSFORM_USED) vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy; #endif color_interp = color; if (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[draw_data_instance].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_transform * vec4(vertex, 0.0, 1.0)).xy; vertex_interp = vertex; uv_interp = uv; gl_Position = screen_transform * vec4(vertex, 0.0, 1.0); #ifdef USE_POINT_SIZE gl_PointSize = point_size; #endif } #[fragment] #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" //uniform sampler2D atlas_texture; //texunit:-2 //uniform sampler2D shadow_atlas_texture; //texunit:-3 uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D sdf_texture; //texunit:-5 uniform sampler2D normal_texture; //texunit:-6 uniform sampler2D specular_texture; //texunit:-7 uniform sampler2D color_texture; //texunit:0 in vec2 uv_interp; in vec4 color_interp; in vec2 vertex_interp; flat in int draw_data_instance; #ifdef USE_NINEPATCH in vec2 pixel_size_interp; #endif layout(location = 0) out vec4 frag_color; #ifdef MATERIAL_UNIFORMS_USED layout(std140) uniform MaterialUniforms{ //ubo:4 #MATERIAL_UNIFORMS }; #endif #GLOBALS #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[draw_data_instance].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 float msdf_median(float r, float g, float b, float a) { return min(max(min(r, g), min(max(r, g), b)), a); } 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[draw_data_instance].dst_rect.z), draw_data[draw_data_instance].color_texture_pixel_size.x, draw_data[draw_data_instance].ninepatch_margins.x, draw_data[draw_data_instance].ninepatch_margins.z, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center), map_ninepatch_axis(pixel_size_interp.y, abs(draw_data[draw_data_instance].dst_rect.w), draw_data[draw_data_instance].color_texture_pixel_size.y, draw_data[draw_data_instance].ninepatch_margins.y, draw_data[draw_data_instance].ninepatch_margins.w, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center)); if (draw_center == 0) { color.a = 0.0; } uv = uv * draw_data[draw_data_instance].src_rect.zw + draw_data[draw_data_instance].src_rect.xy; //apply region if needed #endif if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) { uv = clamp(uv, draw_data[draw_data_instance].src_rect.xy, draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw)); } #endif #ifndef USE_PRIMITIVE if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) { float px_range = draw_data[draw_data_instance].ninepatch_margins.x; float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y; //float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z; //float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w; vec4 msdf_sample = texture(color_texture, uv); vec2 msdf_size = vec2(textureSize(color_texture, 0)); vec2 dest_size = vec2(1.0) / fwidth(uv); float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; if (outline_thickness > 0.0) { float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range; float a = clamp((d + cr) * px_size, 0.0, 1.0); color.a = a * color.a; } else { float a = clamp(d * px_size + 0.5, 0.0, 1.0); color.a = a * color.a; } } else if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_LCD)) { vec4 lcd_sample = texture(color_texture, uv); if (lcd_sample.a == 1.0) { color.rgb = lcd_sample.rgb * color.a; } else { color = vec4(0.0, 0.0, 0.0, 0.0); } } else { #else { #endif color *= texture(color_texture, uv); } bool using_light = false; vec3 normal; #if defined(NORMAL_USED) bool normal_used = true; #else bool normal_used = false; #endif if (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) { normal.xy = texture(normal_texture, 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[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) { specular_shininess = texture(specular_texture, uv); specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess); specular_shininess_used = true; } else { specular_shininess = vec4(1.0); } #if defined(SCREEN_UV_USED) vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #else vec2 screen_uv = vec2(0.0); #endif vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy; vec3 light_vertex = vec3(vertex, 0.0); vec2 shadow_vertex = vertex; { float normal_map_depth = 1.0; #if defined(NORMAL_MAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); normal_used = true; #endif #CODE : FRAGMENT #if defined(NORMAL_MAP_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_map_depth); #endif } #ifdef MODE_LIGHT_ONLY color = vec4(0.0); #else color *= canvas_modulation; #endif frag_color = color; }