Add MODULATE builtin to canvas item shaders
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@ -912,6 +912,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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@ -933,6 +934,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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@ -48,6 +48,9 @@ uniform highp mat4 skeleton_transform_inverse;
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#ifdef MODULATE_USED
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uniform vec4 final_modulate;
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#endif
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uniform highp vec2 color_texpixel_size;
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@ -407,7 +410,9 @@ FRAGMENT_SHADER_CODE
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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);
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#endif
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}
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#if !defined(MODULATE_USED)
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color *= final_modulate;
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#endif
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#ifdef USE_LIGHTING
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@ -886,6 +886,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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@ -907,6 +908,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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@ -48,6 +48,9 @@ uniform highp mat4 extra_matrix;
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out highp vec2 uv_interp;
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out mediump vec4 color_interp;
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#ifdef MODULATE_USED
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uniform mediump vec4 final_modulate;
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#endif
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#ifdef USE_NINEPATCH
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@ -517,7 +520,9 @@ FRAGMENT_SHADER_CODE
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color = vec4(vec3(enc32), 1.0);
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#endif
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#if !defined(MODULATE_USED)
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color *= final_modulate;
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#endif
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#ifdef USE_LIGHTING
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@ -1536,6 +1536,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "modulate", "MODULATE.rgb" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "modulate_alpha", "MODULATE.a" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
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@ -1551,6 +1553,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "modulate", "MODULATE.rgb" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "modulate_alpha", "MODULATE.a" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
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@ -199,6 +199,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODULATE"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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@ -216,6 +217,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["MODULATE"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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@ -231,6 +233,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["MODULATE"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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