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/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
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#ifdef USE_ATTRIBUTES
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layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
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layout(location = 6) in uvec4 bones_attrib;
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#endif
#include "canvas_uniforms_inc.glsl"
layout(location=0) out vec2 uv_interp;
layout(location=1) out vec4 color_interp;
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layout(location=2) out vec2 vertex_interp;
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#ifdef USE_NINEPATCH
layout(location=3) out vec2 pixel_size_interp;
#endif
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#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
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/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
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} material;
#endif
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/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
vec4 instance_custom = vec4(0.0);
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#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]));
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} else {
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vertex = draw_data.points[2];
uv = draw_data.uvs[2];
color = vec4(unpackHalf2x16(draw_data.colors[4]),unpackHalf2x16(draw_data.colors[5]));
}
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uvec4 bones = uvec4(0,0,0,0);
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#elif defined(USE_ATTRIBUTES)
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vec2 vertex = vertex_attrib;
vec4 color = color_attrib;
vec2 uv = uv_attrib;
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uvec4 bones = bones_attrib;
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#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];
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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;
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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)));
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uvec4 bones = uvec4(0,0,0,0);
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#endif
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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));
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#if 0
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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
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) {
//scale by texture size
vertex /= draw_data.color_texture_pixel_size;
}
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#endif
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#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
#ifdef USE_NINEPATCH
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pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
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#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;
}
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#ifdef USE_ATTRIBUTES
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#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;
}
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#endif
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#endif
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vertex = (canvas_data.canvas_transform * vec4(vertex,0.0,1.0)).xy;
vertex_interp = vertex;
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uv_interp = uv;
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gl_Position = canvas_data.screen_transform * vec4(vertex,0.0,1.0);
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#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;
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layout(location=2) in vec2 vertex_interp;
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#ifdef USE_NINEPATCH
layout(location=3) in vec2 pixel_size_interp;
#endif
layout(location = 0) out vec4 frag_color;
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#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
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/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
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} material;
#endif
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/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
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#ifdef LIGHT_SHADER_CODE_USED
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vec4 light_compute(
vec3 light_vertex,
vec3 light_position,
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vec3 normal,
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vec4 light_color,
float light_energy,
vec4 specular_shininess,
inout vec4 shadow_modulate,
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vec2 screen_uv,
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vec2 uv,
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vec4 color) {
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vec4 light = vec4(0.0);
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/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
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return light;
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}
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#endif
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#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;
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vec2 vertex = vertex_interp;
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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#ifdef USE_NINEPATCH
int draw_center = 2;
uv = vec2(
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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));
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if (draw_center == 0) {
color.a = 0.0;
}
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
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#endif
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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);
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uint light_count = (draw_data.flags>>FLAGS_LIGHT_COUNT_SHIFT)&0xF; //max 16 lights
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vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
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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);
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
normal = vec3(0.0, 0.0, 1.0);
}
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vec4 specular_shininess;
#if defined(SPECULAR_SHININESS_USED)
bool specular_shininess_used = true;
#else
bool specular_shininess_used = false;
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#endif
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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);
}
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
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#else
vec2 screen_uv = vec2(0.0);
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#endif
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vec3 light_vertex = vec3(vertex,0.0);
vec2 shadow_vertex = vertex;
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{
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
}
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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);
}
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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
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}
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color*=canvas_data.canvas_modulation;
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#ifdef USE_LIGHTING
for(uint i=0;i<MAX_LIGHT_TEXTURES;i++) {
if (i>=light_count) {
break;
}
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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.
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vec4 light_color = texture(sampler2D(light_textures[i],texture_sampler),tex_uv);
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vec4 light_base_color = light_array.data[light_base].color;
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#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
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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);
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vec3 pos = light_vertex;
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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;
}
}
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#endif
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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;
}
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if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) {
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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.
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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;
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vec4 shadow_uv = vec4(tex_ofs,0.0,distance,1.0);
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if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
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} else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0);
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shadow = 0.0;
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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;
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shadow/=5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0);
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shadow = 0.0;
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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;
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shadow/=13.0;
}
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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);
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}
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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;
}
}
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#endif
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frag_color = color;
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}