#define MAX_LIGHTS_PER_ITEM uint(16) #define M_PI 3.14159265359 #define SDF_MAX_LENGTH 16384.0 //1 means enabled, 2+ means trails in use #define FLAGS_INSTANCING_MASK uint(0x7F) #define FLAGS_INSTANCING_HAS_COLORS uint(1 << 7) #define FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << 8) #define FLAGS_CLIP_RECT_UV uint(1 << 9) #define FLAGS_TRANSPOSE_RECT uint(1 << 10) #define FLAGS_USING_LIGHT_MASK uint(1 << 11) #define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12) #define FLAGS_USING_PARTICLES uint(1 << 13) #define FLAGS_NINEPATCH_H_MODE_SHIFT 16 #define FLAGS_NINEPATCH_V_MODE_SHIFT 18 #define FLAGS_LIGHT_COUNT_SHIFT 20 #define FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 26) #define FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 27) #define FLAGS_USE_MSDF uint(1 << 28) #define FLAGS_USE_LCD uint(1 << 29) layout(std140) uniform GlobalShaderUniformData { //ubo:1 vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; }; layout(std140) uniform CanvasData { //ubo:0 mat4 canvas_transform; mat4 screen_transform; mat4 canvas_normal_transform; vec4 canvas_modulation; vec2 screen_pixel_size; float time; bool use_pixel_snap; vec4 sdf_to_tex; vec2 screen_to_sdf; vec2 sdf_to_screen; uint directional_light_count; float tex_to_sdf; uint pad1; uint pad2; }; #ifndef DISABLE_LIGHTING #define LIGHT_FLAGS_BLEND_MASK uint(3 << 16) #define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16) #define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16) #define LIGHT_FLAGS_BLEND_MODE_MIX uint(2 << 16) #define LIGHT_FLAGS_BLEND_MODE_MASK uint(3 << 16) #define LIGHT_FLAGS_HAS_SHADOW uint(1 << 20) #define LIGHT_FLAGS_FILTER_SHIFT 22 #define LIGHT_FLAGS_FILTER_MASK uint(3 << 22) #define LIGHT_FLAGS_SHADOW_NEAREST uint(0 << 22) #define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22) #define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22) struct Light { mat2x4 texture_matrix; //light to texture coordinate matrix (transposed) mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed) vec4 color; uint shadow_color; // packed uint flags; //index to light texture float shadow_pixel_size; float height; vec2 position; float shadow_zfar_inv; float shadow_y_ofs; vec4 atlas_rect; }; layout(std140) uniform LightData { //ubo:2 Light light_array[MAX_LIGHTS]; }; #endif // DISABLE_LIGHTING