summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/canvas.glsl
blob: f7db1d950ca4c559a5a8debf03d014a52b2a9198 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
/* clang-format off */
#[modes]

mode_quad =
mode_ninepatch = #define USE_NINEPATCH
mode_primitive = #define USE_PRIMITIVE
mode_attributes = #define USE_ATTRIBUTES

#[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;

#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

#ifdef MATERIAL_UNIFORMS_USED
layout(std140) uniform MaterialUniforms{
//ubo:4

#MATERIAL_UNIFORMS

};
#endif

#GLOBALS

void main() {
	vec4 instance_custom = vec4(0.0);
	draw_data_instance = gl_InstanceID;
#ifdef USE_PRIMITIVE

	//weird bug,
	//this works
	vec2 vertex;
	vec2 uv;
	vec4 color;

	if (gl_VertexID == 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 == 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)

	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;
#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_VertexID];

	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));

	// MultiMeshes don't batch, so always read from draw_data[0]
	uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;

#ifdef USE_ATTRIBUTES
/*
	if (instancing > 1) {
		// trails

		uint stride = 2 + 1 + 1; //particles always uses this format

		uint trail_size = instancing;

		uint offset = trail_size * stride * gl_InstanceID;

		vec4 pcolor;
		vec2 new_vertex;
		{
			uint boffset = offset + bone_attrib.x * stride;
			new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
			pcolor = transforms.data[boffset + 2] * weight_attrib.x;
		}
		if (weight_attrib.y > 0.001) {
			uint boffset = offset + bone_attrib.y * stride;
			new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
			pcolor += transforms.data[boffset + 2] * weight_attrib.y;
		}
		if (weight_attrib.z > 0.001) {
			uint boffset = offset + bone_attrib.z * stride;
			new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
			pcolor += transforms.data[boffset + 2] * weight_attrib.z;
		}
		if (weight_attrib.w > 0.001) {
			uint boffset = offset + bone_attrib.w * stride;
			new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
			pcolor += transforms.data[boffset + 2] * weight_attrib.w;
		}

		instance_custom = transforms.data[offset + 3];

		vertex = new_vertex;
		color *= pcolor;
	} else*/
#endif // USE_ATTRIBUTES
/*
	{
		if (instancing == 1) {
			uint stride = 2;
			{
				if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
					stride += 1;
				}
				if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
					stride += 1;
				}
			}

			uint offset = stride * gl_InstanceID;

			mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
			offset += 2;

			if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_COLORS)) {
				color *= transforms.data[offset];
				offset += 1;
			}

			if (bool(draw_data[0].flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
				instance_custom = transforms.data[offset];
			}

			matrix = transpose(matrix);
			model_matrix = model_matrix * matrix;
		}
	}
*/
#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

#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
uniform MaterialUniforms{
//ubo:4

#MATERIAL_UNIFORMS

};
#endif

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 = texture(sdf_texture, uv).r;
	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(
			texture(sdf_texture, uv + vec2(EPSILON, 0.0)).r - texture(sdf_texture, uv - vec2(EPSILON, 0.0)).r,
			texture(sdf_texture, uv + vec2(0.0, EPSILON)).r - texture(sdf_texture, uv - vec2(0.0, EPSILON)).r));
}

vec2 sdf_to_screen_uv(vec2 p_sdf) {
	return p_sdf * sdf_to_screen;
}

#GLOBALS

#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);

#CODE : LIGHT

	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[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

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;
	}
}

//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;
	uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;

	if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
		shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
	} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
		vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
		shadow = 0.0;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
		shadow /= 5.0;
	} else { //PCF13
		vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
		shadow = 0.0;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
		shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
		shadow /= 13.0;
	}

	vec4 shadow_color = unpackUnorm4x8(light_data[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_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;
	}
}

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) {
			float cr = clamp(outline_thickness, 0.0, px_range / 2) / 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 {
#else
	{
#endif
		color *= texture(color_texture, uv);
	}

	uint light_count = (draw_data[draw_data_instance].flags >> FLAGS_LIGHT_COUNT_SHIFT) & uint(0xF); //max 16 lights
	bool using_light = light_count > uint(0) || directional_light_count > uint(0);

	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

	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(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
		//convert by canvas transform
		normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
	}

	vec3 base_color = color.rgb;
	if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_LIGHT_MASK)) {
		color = vec4(0.0); //invisible by default due to using light mask
	}

#ifdef MODE_LIGHT_ONLY
	color = vec4(0.0);
#else
	color *= canvas_modulation;
#endif

#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)

	for (uint i = uint(0); i < directional_light_count; i++) {
		uint light_base = i;

		vec2 direction = light_data[light_base].position;
		vec4 light_color = light_data[light_base].color;

#ifdef LIGHT_CODE_USED

		vec4 shadow_modulate = vec4(1.0);
		light_color = light_compute(light_vertex, vec3(direction, light_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
#else

		if (normal_used) {
			vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_data[light_base].height));
			light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
		}
#endif

		if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
			vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_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.

			vec4 shadow_uv = vec4(shadow_pos.x, light_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[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 = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) {
		if (i >= light_count) {
			break;
		}
		uint light_base;
		if (i < uint(8)) {
			if (i < uint(4)) {
				light_base = draw_data[draw_data_instance].lights.x;
			} else {
				light_base = draw_data[draw_data_instance].lights.y;
			}
		} else {
			if (i < uint(12)) {
				light_base = draw_data[draw_data_instance].lights.z;
			} else {
				light_base = draw_data[draw_data_instance].lights.w;
			}
		}
		light_base >>= (i & uint(3)) * uint(8);
		light_base &= uint(0xFF);

		vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_data[light_base].texture_matrix[0], light_data[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_data[light_base].atlas_rect.zw + light_data[light_base].atlas_rect.xy;
		vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
		vec4 light_base_color = light_data[light_base].color;

#ifdef LIGHT_CODE_USED

		vec4 shadow_modulate = vec4(1.0);
		vec3 light_position = vec3(light_data[light_base].position, light_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, uv, color, false);
#else

		light_color.rgb *= light_base_color.rgb * light_base_color.a;

		if (normal_used) {
			vec3 light_pos = vec3(light_data[light_base].position, light_data[light_base].height);
			vec3 pos = light_vertex;
			vec3 light_vec = normalize(light_pos - pos);
			float cNdotL = max(0.0, dot(normal, light_vec));

			light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
		}
#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_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
			vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_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;
				}
			}

			distance *= light_data[light_base].shadow_zfar_inv;

			//float distance = length(shadow_pos);
			vec4 shadow_uv = vec4(tex_ofs, light_data[light_base].shadow_y_ofs, distance, 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 // UNSHADED

	frag_color = color;
}