New shader feature: change the colour of shadows on a per-material basis.

Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
This commit is contained in:
Saracen 2015-11-08 03:21:06 +00:00
parent 3fcfdfec0a
commit c1d19ad258
5 changed files with 20 additions and 1 deletions

View File

@ -4637,6 +4637,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (light_flags.uses_light) {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}
if (light_flags.uses_shadow_color) {
enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
}
if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
enablers.push_back("#define USE_TIME\n");
uses_time=true;

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@ -218,6 +218,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_light=true;
}
if (vnode->name==vname_shadow) {
uses_shadow_color=true;
}
}
if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
@ -838,6 +842,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
//////////////
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time";
mode_replace_table[2]["NORMAL"]="normal";
//mode_replace_table[2]["POSITION"]="IN_POSITION";
mode_replace_table[2]["LIGHT_DIR"]="light_dir";
@ -849,6 +854,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[2]["SPECULAR_EXP"]="specular_exp";
mode_replace_table[2]["SHADE_PARAM"]="shade_param";
mode_replace_table[2]["LIGHT"]="light";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color";
mode_replace_table[2]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[2]["TIME"]="time";

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@ -1175,6 +1175,10 @@ FRAGMENT_SHADER_CODE
vec3 mdiffuse = diffuse.rgb;
vec3 light;
#if defined(USE_LIGHT_SHADOW_COLOR)
vec3 shadow_color=vec3(0.0,0.0,0.0);
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
@ -1195,6 +1199,10 @@ LIGHT_SHADER_CODE
#endif
diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
#if defined(USE_LIGHT_SHADOW_COLOR)
diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
#endif
#ifdef USE_FOG
diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);

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@ -1435,6 +1435,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
//light out
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Shadow", "SHADOW", "",SLOT_TYPE_VEC, SLOT_OUT },
//canvas item vertex in
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},

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@ -1112,7 +1112,8 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
{ "SPECULAR_EXP", TYPE_FLOAT},
{ "SHADE_PARAM", TYPE_FLOAT},
{ "LIGHT", TYPE_VEC3},
{ "POINT_COORD", TYPE_VEC2},
{ "SHADOW", TYPE_VEC3 },
{ "POINT_COORD", TYPE_VEC2 },
// { "SCREEN_POS", TYPE_VEC2},
// { "SCREEN_TEXEL_SIZE", TYPE_VEC2},
{ "TIME", TYPE_FLOAT},