/* clang-format off */ [vertex] /* clang-format on */ #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #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 = 6) in uvec4 bones_attrib; #endif #include "canvas_uniforms_inc.glsl" layout(location=0) out vec2 uv_interp; layout(location=1) out vec4 color_interp; layout(location=2) out vec2 vertex_interp; #ifdef USE_NINEPATCH layout(location=3) out vec2 pixel_size_interp; #endif #ifdef USE_MATERIAL_UNIFORMS layout(set = 1, binding = 1, std140) uniform MaterialUniforms { /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ } material; #endif /* clang-format off */ VERTEX_SHADER_GLOBALS /* clang-format on */ void main() { vec4 instance_custom = vec4(0.0); #ifdef USE_PRIMITIVE //weird bug, //this works vec2 vertex; vec2 uv; vec4 color; if (gl_VertexIndex==0) { vertex = draw_data.points[0]; uv = draw_data.uvs[0]; color = vec4(unpackHalf2x16(draw_data.colors[0]),unpackHalf2x16(draw_data.colors[1])); } else if (gl_VertexIndex==1) { vertex = draw_data.points[1]; uv = draw_data.uvs[1]; color = vec4(unpackHalf2x16(draw_data.colors[2]),unpackHalf2x16(draw_data.colors[3])); } else { vertex = draw_data.points[2]; uv = draw_data.uvs[2]; color = vec4(unpackHalf2x16(draw_data.colors[4]),unpackHalf2x16(draw_data.colors[5])); } uvec4 bones = uvec4(0,0,0,0); #elif defined(USE_ATTRIBUTES) vec2 vertex = vertex_attrib; vec4 color = color_attrib; vec2 uv = uv_attrib; uvec4 bones = bones_attrib; #else vec2 vertex_base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0)); vec2 vertex_base = vertex_base_arr[gl_VertexIndex]; vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags&FLAGS_TRANSPOSE_RECT)!=0 ? vertex_base.yx : vertex_base.xy); vec4 color = draw_data.modulation; vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0))); uvec4 bones = uvec4(0,0,0,0); #endif mat4 world_matrix = mat4(vec4(draw_data.world_x,0.0,0.0),vec4(draw_data.world_y,0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(draw_data.world_ofs,0.0,1.0)); #if 0 if (draw_data.flags&FLAGS_INSTANCING_ENABLED) { uint offset = draw_data.flags&FLAGS_INSTANCING_STRIDE_MASK; offset *= gl_InstanceIndex; mat4 instance_xform = mat4( vec4( texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),0.0,texelFetch(instancing_buffer,offset+3) ), vec4( texelFetch(instancing_buffer,offset+4),texelFetch(instancing_buffer,offset+5),0.0,texelFetch(instancing_buffer,offset+7) ), vec4( 0.0,0.0,1.0,0.0), vec4( 0.0,0.0,0.0,1.0 ) ); offset+=8; if ( draw_data.flags&FLAGS_INSTANCING_HAS_COLORS ) { vec4 instance_color; if (draw_data.flags&FLAGS_INSTANCING_COLOR_8_BIT ) { uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset)); instance_color = unpackUnorm4x8(bits); offset+=1; } else { instance_color = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3)); offser+=4; } color*=instance_color; } if ( draw_data.flags&FLAGS_INSTANCING_HAS_CUSTOM_DATA ) { if (draw_data.flags&FLAGS_INSTANCING_CUSTOM_DATA_8_BIT ) { uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset)); instance_custom = unpackUnorm4x8(bits); } else { instance_custom = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3)); } } } #endif #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) { //scale by texture size vertex /= draw_data.color_texture_pixel_size; } #endif #ifdef USE_POINT_SIZE float point_size = 1.0; #endif { /* clang-format off */ VERTEX_SHADER_CODE /* clang-format on */ } #ifdef USE_NINEPATCH pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base; #endif #if !defined(SKIP_TRANSFORM_USED) vertex = (world_matrix * vec4(vertex,0.0,1.0)).xy; #endif color_interp = color; if (bool(draw_data.flags&FLAGS_USE_PIXEL_SNAP)) { vertex = floor(vertex + 0.5); // precision issue on some hardware creates artifacts within texture // offset uv by a small amount to avoid uv += 1e-5; } #ifdef USE_ATTRIBUTES #if 0 if (bool(draw_data.flags&FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone //skeleton transform ivec4 bone_indicesi = ivec4(bone_indices); uvec2 tex_ofs = bone_indicesi.x *2; mat2x4 m; m = mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.x; tex_ofs = bone_indicesi.y * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.y; tex_ofs = bone_indicesi.z * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.z; tex_ofs = bone_indicesi.w * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.w; mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse; //outvec = bone_matrix * outvec; } #endif #endif vertex = (canvas_data.canvas_transform * vec4(vertex,0.0,1.0)).xy; vertex_interp = vertex; uv_interp = uv; gl_Position = canvas_data.screen_transform * vec4(vertex,0.0,1.0); #ifdef USE_POINT_SIZE gl_PointSize=point_size; #endif } /* clang-format off */ [fragment] #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #include "canvas_uniforms_inc.glsl" layout(location=0) in vec2 uv_interp; layout(location=1) in vec4 color_interp; layout(location=2) in vec2 vertex_interp; #ifdef USE_NINEPATCH layout(location=3) in vec2 pixel_size_interp; #endif layout(location = 0) out vec4 frag_color; #ifdef USE_MATERIAL_UNIFORMS layout(set = 1, binding = 1, std140) uniform MaterialUniforms { /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ } material; #endif /* clang-format off */ FRAGMENT_SHADER_GLOBALS /* clang-format on */ #ifdef LIGHT_SHADER_CODE_USED vec4 light_compute( vec3 light_vertex, vec3 light_position, vec3 normal, vec4 light_color, float light_energy, vec4 specular_shininess, inout vec4 shadow_modulate, vec2 screen_uv, vec2 uv, vec4 color) { vec4 light = vec4(0.0); /* clang-format off */ LIGHT_SHADER_CODE /* clang-format on */ return light; } #endif #ifdef USE_NINEPATCH float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { float tex_size = 1.0 / tex_pixel_size; if (pixel < margin_begin) { return pixel * tex_pixel_size; } else if (pixel >= draw_size - margin_end) { return (tex_size - (draw_size - pixel)) * tex_pixel_size; } else { if (!bool(draw_data.flags&FLAGS_NINEPACH_DRAW_CENTER)) { draw_center--; } 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 ratio 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 //convert to ratio 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); return (margin_begin + ratio * dst_area) * tex_pixel_size; } } } #endif void main() { vec4 color = color_interp; vec2 uv = uv_interp; vec2 vertex = vertex_interp; #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) #ifdef USE_NINEPATCH int draw_center = 2; uv = vec2( map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags>>FLAGS_NINEPATCH_H_MODE_SHIFT)&0x3, draw_center), map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags>>FLAGS_NINEPATCH_V_MODE_SHIFT)&0x3, draw_center)); if (draw_center == 0) { color.a = 0.0; } uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed #endif if (bool(draw_data.flags&FLAGS_CLIP_RECT_UV)) { uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw)); } #endif color *= texture(sampler2D(color_texture,texture_sampler), uv); uint light_count = (draw_data.flags>>FLAGS_LIGHT_COUNT_SHIFT)&0xF; //max 16 lights vec3 normal; #if defined(NORMAL_USED) bool normal_used = true; #else bool normal_used = false; #endif if (normal_used || (light_count > 0 && bool(draw_data.flags&FLAGS_DEFAULT_NORMAL_MAP_USED))) { normal.xy = texture(sampler2D(normal_texture,texture_sampler), uv).xy * vec2(2.0,-2.0) - vec2(1.0,-1.0); normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); normal_used = true; } else { normal = vec3(0.0, 0.0, 1.0); } vec4 specular_shininess; #if defined(SPECULAR_SHININESS_USED) bool specular_shininess_used = true; #else bool specular_shininess_used = false; #endif if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags&FLAGS_DEFAULT_SPECULAR_MAP_USED))) { specular_shininess = texture(sampler2D(specular_texture,texture_sampler ), uv); specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess); specular_shininess_used=true; } else { specular_shininess = vec4(1.0); } #if defined(SCREEN_UV_USED) vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size; #else vec2 screen_uv = vec2(0.0); #endif vec3 light_vertex = vec3(vertex,0.0); vec2 shadow_vertex = vertex; { float normal_depth = 1.0; #if defined(NORMALMAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); normal_used = true; #endif /* clang-format off */ FRAGMENT_SHADER_CODE /* clang-format on */ #if defined(NORMALMAP_USED) normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif } if (normal_used) { //convert by item transform normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy; //convert by canvas transform normal = normalize((canvas_data.canvas_normal_transform * vec4(normal,0.0)).xyz); } vec4 base_color=color; if (bool(draw_data.flags&FLAGS_USING_LIGHT_MASK)) { color=vec4(0.0); //inivisible by default due to using light mask } color*=canvas_data.canvas_modulation; #ifdef USE_LIGHTING for(uint i=0;i=light_count) { break; } uint light_base; if (i<8) { if (i<4) { light_base=draw_data.lights[0]; } else { light_base=draw_data.lights[1]; } } else { if (i<12) { light_base=draw_data.lights[2]; } else { light_base=draw_data.lights[3]; } } light_base>>=(i&3)*8; light_base&=0xFF; vec2 tex_uv = (vec4(vertex,0.0,1.0) * mat4(light_array.data[light_base].matrix[0],light_array.data[light_base].matrix[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. vec4 light_color = texture(sampler2D(light_textures[i],texture_sampler),tex_uv); vec4 light_base_color = light_array.data[light_base].color; #ifdef LIGHT_SHADER_CODE_USED vec4 shadow_modulate = vec4(1.0); vec3 light_position = vec3(light_array.data[light_base].position,light_array.data[light_base].height); light_color.rgb*=light_base_color.rgb; light_color = light_compute(light_vertex,light_position,normal,light_color,light_base_color.a,specular_shininess,shadow_modulate,screen_uv,color,uv); #else light_color.rgb*=light_base_color.rgb*light_base_color.a; if (normal_used) { vec3 light_pos = vec3(light_array.data[light_base].position,light_array.data[light_base].height); vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos-pos); float cNdotL = max(0.0,dot(normal,light_vec)); if (specular_shininess_used) { //blinn vec3 view = vec3(0.0,0.0,1.0);// not great but good enough vec3 half_vec = normalize(view+light_vec); float cNdotV = max(dot(normal, view), 0.0); float cNdotH = max(dot(normal, half_vec), 0.0); float cVdotH = max(dot(view, half_vec), 0.0); float cLdotH = max(dot(light_vec, half_vec), 0.0); float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25; float blinn = pow(cNdotH, shininess); blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL; } else { light_color.rgb *= cNdotL; } } #endif if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) { //if outside the light texture, light color is zero light_color.a = 0.0; } if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) { vec2 shadow_pos = (vec4(shadow_vertex,0.0,1.0) * mat4(light_array.data[light_base].shadow_matrix[0],light_array.data[light_base].shadow_matrix[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. vec2 pos_norm = normalize(shadow_pos); vec2 pos_abs = abs(pos_norm); vec2 pos_box = pos_norm / max(pos_abs.x,pos_abs.y); vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476,-0.7071067811865476),vec2(0.7071067811865476,0.7071067811865476)); //is there a faster way to 45 degrees rot? float tex_ofs; float distance; if (pos_rot.y>0) { if (pos_rot.x>0) { tex_ofs=pos_box.y*0.125+0.125; distance=shadow_pos.x; } else { tex_ofs=pos_box.x*-0.125+(0.25+0.125); distance=shadow_pos.y; } } else { if (pos_rot.x<0) { tex_ofs=pos_box.y*-0.125+(0.5+0.125); distance=-shadow_pos.x; } else { tex_ofs=pos_box.x*0.125+(0.75+0.125); distance=-shadow_pos.y; } } //float distance = length(shadow_pos); float shadow; uint shadow_mode = light_array.data[light_base].flags&LIGHT_FLAGS_FILTER_MASK; vec4 shadow_uv = vec4(tex_ofs,0.0,distance,1.0); if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) { shadow = textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x; } else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) { vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0); shadow = 0.0; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x; shadow/=5.0; } else { //PCF13 vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0); shadow = 0.0; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*6.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*5.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*4.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*3.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*3.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*4.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*5.0).x; shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*6.0).x; shadow/=13.0; } vec4 shadow_color = light_array.data[light_base].shadow_color; #ifdef LIGHT_SHADER_CODE_USED shadow_color*=shadow_modulate; #endif light_color = mix(light_color,shadow_color,shadow); } uint blend_mode = light_array.data[light_base].flags&LIGHT_FLAGS_BLEND_MASK; switch(blend_mode) { case LIGHT_FLAGS_BLEND_MODE_ADD: { color.rgb+=light_color.rgb*light_color.a; } break; case LIGHT_FLAGS_BLEND_MODE_SUB: { color.rgb-=light_color.rgb*light_color.a; } break; case LIGHT_FLAGS_BLEND_MODE_MIX: { color.rgb=mix(color.rgb,light_color.rgb,light_color.a); } break; case LIGHT_FLAGS_BLEND_MODE_MASK: { light_color.a*=base_color.a; color.rgb=mix(color.rgb,light_color.rgb,light_color.a); } break; } } #endif frag_color = color; }