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|
/* 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
USE_RGBA_SHADOWS = false
SINGLE_INSTANCE = 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;
#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 // USE_INSTANCING
#endif // USE_ATTRIBUTES
#include "stdlib_inc.glsl"
layout(location = 6) in highp vec4 attrib_A;
layout(location = 7) in highp vec4 attrib_B;
layout(location = 8) in highp vec4 attrib_C;
layout(location = 9) in highp vec4 attrib_D;
layout(location = 10) in highp vec4 attrib_E;
#ifdef USE_PRIMITIVE
layout(location = 11) in highp uvec4 attrib_F;
#else
layout(location = 11) in highp vec4 attrib_F;
#endif
layout(location = 12) in highp uvec4 attrib_G;
layout(location = 13) in highp uvec4 attrib_H;
#define read_draw_data_world_x attrib_A.xy
#define read_draw_data_world_y attrib_A.zw
#define read_draw_data_world_ofs attrib_B.xy
#define read_draw_data_color_texture_pixel_size attrib_B.zw
#ifdef USE_PRIMITIVE
#define read_draw_data_point_a attrib_C.xy
#define read_draw_data_point_b attrib_C.zw
#define read_draw_data_point_c attrib_D.xy
#define read_draw_data_uv_a attrib_D.zw
#define read_draw_data_uv_b attrib_E.xy
#define read_draw_data_uv_c attrib_E.zw
#define read_draw_data_color_a_rg attrib_F.x
#define read_draw_data_color_a_ba attrib_F.y
#define read_draw_data_color_b_rg attrib_F.z
#define read_draw_data_color_b_ba attrib_F.w
#define read_draw_data_color_c_rg attrib_G.x
#define read_draw_data_color_c_ba attrib_G.y
#else
#define read_draw_data_modulation attrib_C
#define read_draw_data_ninepatch_margins attrib_D
#define read_draw_data_dst_rect attrib_E
#define read_draw_data_src_rect attrib_F
#endif
#define read_draw_data_flags attrib_G.z
#define read_draw_data_specular_shininess attrib_G.w
#define read_draw_data_lights attrib_H
// Varyings so the per-instance info can be used in the fragment shader
flat out vec4 varying_A;
flat out vec2 varying_B;
#ifndef USE_PRIMITIVE
flat out vec4 varying_C;
#ifndef USE_ATTRIBUTES
#ifdef USE_NINEPATCH
flat out vec2 varying_D;
#endif
flat out vec4 varying_E;
#endif
#endif
flat out uvec2 varying_F;
flat out uvec4 varying_G;
// 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"
out vec2 uv_interp;
out vec4 color_interp;
out vec2 vertex_interp;
#ifdef USE_NINEPATCH
out vec2 pixel_size_interp;
#endif
#GLOBALS
void main() {
varying_A = vec4(read_draw_data_world_x, read_draw_data_world_y);
varying_B = read_draw_data_color_texture_pixel_size;
#ifndef USE_PRIMITIVE
varying_C = read_draw_data_ninepatch_margins;
#ifndef USE_ATTRIBUTES
#ifdef USE_NINEPATCH
varying_D = vec2(read_draw_data_dst_rect.z, read_draw_data_dst_rect.w);
#endif // USE_NINEPATCH
varying_E = read_draw_data_src_rect;
#endif // !USE_ATTRIBUTES
#endif // USE_PRIMITIVE
varying_F = uvec2(read_draw_data_flags, read_draw_data_specular_shininess);
varying_G = read_draw_data_lights;
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
vec2 vertex;
vec2 uv;
vec4 color;
if (gl_VertexID % 3 == 0) {
vertex = read_draw_data_point_a;
uv = read_draw_data_uv_a;
color = vec4(unpackHalf2x16(read_draw_data_color_a_rg), unpackHalf2x16(read_draw_data_color_a_ba));
} else if (gl_VertexID % 3 == 1) {
vertex = read_draw_data_point_b;
uv = read_draw_data_uv_b;
color = vec4(unpackHalf2x16(read_draw_data_color_b_rg), unpackHalf2x16(read_draw_data_color_b_ba));
} else {
vertex = read_draw_data_point_c;
uv = read_draw_data_uv_c;
color = vec4(unpackHalf2x16(read_draw_data_color_c_rg), unpackHalf2x16(read_draw_data_color_c_ba));
}
#elif defined(USE_ATTRIBUTES)
vec2 vertex = vertex_attrib;
vec4 color = color_attrib * read_draw_data_modulation;
vec2 uv = uv_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
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 = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
vec4 color = read_draw_data_modulation;
vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
#endif
mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_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(read_draw_data_flags & FLAGS_USING_PARTICLES)) {
//scale by texture size
vertex /= read_draw_data_color_texture_pixel_size;
}
#endif
vec2 color_texture_pixel_size = read_draw_data_color_texture_pixel_size;
#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
{
#CODE : VERTEX
}
#ifdef USE_NINEPATCH
pixel_size_interp = abs(read_draw_data_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;
}
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"
in vec2 uv_interp;
in vec2 vertex_interp;
in vec4 color_interp;
#ifdef USE_NINEPATCH
in vec2 pixel_size_interp;
#endif
// Can all be flat as they are the same for the whole batched instance
flat in vec4 varying_A;
flat in vec2 varying_B;
#define read_draw_data_world_x varying_A.xy
#define read_draw_data_world_y varying_A.zw
#define read_draw_data_color_texture_pixel_size varying_B
#ifndef USE_PRIMITIVE
flat in vec4 varying_C;
#define read_draw_data_ninepatch_margins varying_C
#ifndef USE_ATTRIBUTES
#ifdef USE_NINEPATCH
flat in vec2 varying_D;
#define read_draw_data_dst_rect_z varying_D.x
#define read_draw_data_dst_rect_w varying_D.y
#endif
flat in vec4 varying_E;
#define read_draw_data_src_rect varying_E
#endif // USE_ATTRIBUTES
#endif // USE_PRIMITIVE
flat in uvec2 varying_F;
flat in uvec4 varying_G;
#define read_draw_data_flags varying_F.x
#define read_draw_data_specular_shininess varying_F.y
#define read_draw_data_lights varying_G
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
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
layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
layout(std140) uniform MaterialUniforms{
//ubo:4
#MATERIAL_UNIFORMS
};
#endif
#GLOBALS
float vec4_to_float(vec4 p_vec) {
return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
}
vec2 screen_uv_to_sdf(vec2 p_uv) {
return screen_to_sdf * p_uv;
}
float texture_sdf(vec2 p_sdf) {
vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
float d = vec4_to_float(texture(sdf_texture, uv));
d *= SDF_MAX_LENGTH;
return d * tex_to_sdf;
}
vec2 texture_sdf_normal(vec2 p_sdf) {
vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
const float EPSILON = 0.001;
return normalize(vec2(
vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
}
vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * sdf_to_screen;
}
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_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, bool is_directional) {
vec4 light = vec4(0.0);
vec3 light_direction = vec3(0.0);
if (is_directional) {
light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
light_position = vec3(0.0);
} else {
light_direction = normalize(light_position - light_vertex);
}
#CODE : LIGHT
return light;
}
#endif
vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
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);
return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
} else {
return light_color * base_color * cNdotL;
}
}
#ifdef USE_RGBA_SHADOWS
#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
#else
#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
#endif
/* clang-format off */
#define SHADOW_TEST(m_uv) { highp float sd = SHADOW_DEPTH(m_uv); shadow += step(sd, shadow_uv.z / shadow_uv.w); }
/* clang-format on */
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
) {
float shadow = 0.0;
uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
SHADOW_TEST(shadow_uv.xy);
} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
shadow /= 5.0;
} else { //PCF13
vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
shadow /= 13.0;
}
vec4 shadow_color = godot_unpackUnorm4x8(light_array[light_base].shadow_color);
#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
shadow_color.a *= light_color.a; //respect light alpha
return mix(light_color, shadow_color, shadow);
}
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[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;
}
}
#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(read_draw_data_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(read_draw_data_dst_rect_z), read_draw_data_color_texture_pixel_size.x, read_draw_data_ninepatch_margins.x, read_draw_data_ninepatch_margins.z, int(read_draw_data_flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
map_ninepatch_axis(pixel_size_interp.y, abs(read_draw_data_dst_rect_w), read_draw_data_color_texture_pixel_size.y, read_draw_data_ninepatch_margins.y, read_draw_data_ninepatch_margins.w, int(read_draw_data_flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
if (draw_center == 0) {
color.a = 0.0;
}
uv = uv * read_draw_data_src_rect.zw + read_draw_data_src_rect.xy; //apply region if needed
#endif
if (bool(read_draw_data_flags & FLAGS_CLIP_RECT_UV)) {
uv = clamp(uv, read_draw_data_src_rect.xy, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw));
}
#endif
#ifndef USE_PRIMITIVE
if (bool(read_draw_data_flags & FLAGS_USE_MSDF)) {
float px_range = read_draw_data_ninepatch_margins.x;
float outline_thickness = read_draw_data_ninepatch_margins.y;
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(read_draw_data_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);
}
uint light_count = (read_draw_data_flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
bool using_light = light_count > 0u || directional_light_count > 0u;
vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
if (normal_used || (using_light && bool(read_draw_data_flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
if (bool(read_draw_data_flags & FLAGS_FLIP_H)) {
normal.x = -normal.x;
}
if (bool(read_draw_data_flags & FLAGS_FLIP_V)) {
normal.y = -normal.y;
}
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(read_draw_data_flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(specular_texture, uv);
specular_shininess *= godot_unpackUnorm4x8(read_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 * screen_pixel_size;
#else
vec2 screen_uv = vec2(0.0);
#endif
vec2 color_texture_pixel_size = read_draw_data_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
}
if (normal_used) {
//convert by item transform
normal.xy = mat2(normalize(read_draw_data_world_x), normalize(read_draw_data_world_y)) * normal.xy;
//convert by canvas transform
normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
vec4 base_color = color;
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#else
color *= canvas_modulation;
#endif
#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
// Directional Lights
for (uint i = 0u; i < directional_light_count; i++) {
uint light_base = i;
vec2 direction = light_array[light_base].position;
vec4 light_color = light_array[light_base].color;
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
#else
if (normal_used) {
vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height));
light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
} else {
light_color.rgb *= base_color.rgb;
}
#endif
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[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.
vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
);
}
light_blend_compute(light_base, light_color, color.rgb);
}
// Positional Lights
for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) {
if (i >= light_count) {
break;
}
uint light_base;
if (i < 8u) {
if (i < 4u) {
light_base = read_draw_data_lights[0];
} else {
light_base = read_draw_data_lights[1];
}
} else {
if (i < 12u) {
light_base = read_draw_data_lights[2];
} else {
light_base = read_draw_data_lights[3];
}
}
light_base >>= (i & 3u) * 8u;
light_base &= uint(0xFF);
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_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 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy;
vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
vec4 light_base_color = light_array[light_base].color;
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height);
light_color.rgb *= light_base_color.rgb;
light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
if (normal_used) {
vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
} else {
light_color.rgb *= base_color.rgb;
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
//if outside the light texture, light color is zero
light_color.a = 0.0;
}
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[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 dist;
if (pos_rot.y > 0.0) {
if (pos_rot.x > 0.0) {
tex_ofs = pos_box.y * 0.125 + 0.125;
dist = shadow_pos.x;
} else {
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
dist = shadow_pos.y;
}
} else {
if (pos_rot.x < 0.0) {
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
dist = -shadow_pos.x;
} else {
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
dist = -shadow_pos.y;
}
}
dist *= light_array[light_base].shadow_zfar_inv;
//float distance = length(shadow_pos);
vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
);
}
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
frag_color = color;
}
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