godot/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl

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/* SET0: Per draw primitive settings */
#define MAX_LIGHTS 128
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
#define FLAGS_INSTANCING_ENABLED (1<<4)
#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8)
#define FLAGS_CLIP_RECT_UV (1 << 9)
#define FLAGS_TRANSPOSE_RECT (1 << 10)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
#define FLAGS_USE_PIXEL_SNAP (1 << 14)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
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#define FLAGS_LIGHT_COUNT_SHIFT 20
layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
uint flags;
uint specular_shininess;
#ifdef USE_PRIMITIVE
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vec2 points[3];
vec2 uvs[3];
uint colors[6];
#else
vec4 modulation;
vec4 ninepatch_margins;
vec4 dst_rect; //for built-in rect and UV
vec4 src_rect;
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vec2 pad;
#endif
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vec2 color_texture_pixel_size;
uint lights[4];
} draw_data;
// The values passed per draw primitives are cached within it
layout(set = 0, binding = 1) uniform texture2D color_texture;
layout(set = 0, binding = 2) uniform texture2D normal_texture;
layout(set = 0, binding = 3) uniform texture2D specular_texture;
layout(set = 0, binding = 4) uniform sampler texture_sampler;
layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
/* SET1: Is reserved for the material */
//
/* SET2: Is the skeleton */
#ifdef USE_ATTRIBUTES
layout(set = 2, binding = 0) uniform textureBuffer skeleton_buffer;
layout(set = 2, binding = 1, std140) uniform SkeletonData {
mat4 skeleton_transform; //in world coordinates
mat4 skeleton_transform_inverse;
} skeleton_data;
#endif
/* SET3: Per Scene settings */
layout(set = 3, binding = 0, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
//uint light_count;
} canvas_data;
struct Light {
// light matrices
mat4 light_matrix;
mat4 light_local_matrix;
mat4 shadow_matrix;
vec4 light_color;
vec4 light_shadow_color;
vec2 light_pos;
float shadowpixel_size;
float shadow_gradient;
float light_height;
float light_outside_alpha;
float shadow_distance_mult;
};
layout(set = 3, binding = 1, std140) uniform LightData {
Light lights[MAX_LIGHTS];
} light_data;
layout(set = 3, binding = 2) uniform texture2D light_textures[MAX_LIGHTS];