godot/drivers/gles2/shaders/copy.glsl

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/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
attribute vec3 cube_in; // attrib:4
#else
attribute vec2 uv_in; // attrib:4
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#endif
attribute vec2 uv2_in; // attrib:5
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
varying vec2 uv_interp;
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#endif
varying vec2 uv2_interp;
#ifdef USE_COPY_SECTION
uniform vec4 copy_section;
#endif
void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
#else
uv_interp = uv_in;
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#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
#endif
}
/* clang-format off */
[fragment]
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#define M_PI 3.14159265359
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
varying vec2 uv_interp;
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#endif
/* clang-format on */
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#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
#else
uniform sampler2D source; // texunit:0
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#endif
varying vec2 uv2_interp;
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#ifdef USE_MULTIPLIER
uniform float multiplier;
#endif
#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
atan(normal.x, normal.z),
acos(normal.y));
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if (st.x < 0.0)
st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return texture2D(pano, st);
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}
#endif
void main() {
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#ifdef USE_PANORAMA
vec4 color = texturePanorama(source, normalize(cube_interp));
#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
#else
vec4 color = texture2D(source, uv_interp);
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#endif
#ifdef USE_NO_ALPHA
color.a = 1.0;
#endif
#ifdef USE_CUSTOM_ALPHA
color.a = custom_alpha;
#endif
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#ifdef USE_MULTIPLIER
color.rgb *= multiplier;
#endif
gl_FragColor = color;
}