2D lighting seems more or less complete.

This commit is contained in:
Juan Linietsky 2019-07-07 01:49:40 -03:00
parent a7b2ac7bb1
commit f04359e70f
10 changed files with 173 additions and 94 deletions

View File

@ -308,6 +308,7 @@ float Light2D::get_shadow_gradient_length() const {
}
void Light2D::set_shadow_filter(ShadowFilter p_filter) {
ERR_FAIL_INDEX(p_filter, SHADOW_FILTER_MAX);
shadow_filter = p_filter;
VS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, VS::CanvasLightShadowFilter(p_filter));
}
@ -456,7 +457,7 @@ void Light2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF5,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
@ -466,10 +467,7 @@ void Light2D::_bind_methods() {
BIND_ENUM_CONSTANT(MODE_MASK);
BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF3);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF7);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF9);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
}

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@ -47,11 +47,9 @@ public:
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF3,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF7,
SHADOW_FILTER_PCF9,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_MAX
};
private:

View File

@ -1367,6 +1367,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].position[1] = canvas_light_pos.y;
_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
@ -1377,12 +1378,16 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
if (clight->shadow.texture.is_valid()) {
state.light_uniforms[index].shadow_pixel_size = 1.0 / clight->shadow.size;
state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
}
state.light_uniforms[index].flags = clight->texture_index;
state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
if (clight->shadow.texture.is_valid()) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
l->render_index_cache = index;
@ -1454,24 +1459,18 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re
if (cl->shadow.texture.is_valid()) {
RD::get_singleton()->free(cl->shadow.uniform_set);
cl->shadow.uniform_set = RID();
for (int i = 0; i < 4; i++) {
RD::get_singleton()->free(cl->shadow.render_fb[i]);
RD::get_singleton()->free(cl->shadow.render_textures[i]);
cl->shadow.render_fb[i] = RID();
cl->shadow.render_textures[i] = RID();
}
RD::get_singleton()->free(cl->shadow.fix_fb);
RD::get_singleton()->free(cl->shadow.fb);
RD::get_singleton()->free(cl->shadow.depth);
RD::get_singleton()->free(cl->shadow.texture);
cl->shadow.fix_fb = RID();
cl->shadow.fb = RID();
cl->shadow.texture = RID();
cl->shadow.depth = RID();
}
if (p_enable) {
Vector<RID> fb_textures;
{ //texture
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
@ -1481,44 +1480,25 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb_textures;
fb_textures.push_back(cl->shadow.texture);
cl->shadow.fix_fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
{
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
tf.width = p_resolution / 2;
tf.width = p_resolution;
tf.height = 1;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
//chunks to write
cl->shadow.render_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::Uniform tex_uniforms;
tex_uniforms.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
tex_uniforms.binding = 0;
for (int i = 0; i < 4; i++) {
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
cl->shadow.render_textures[i] = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> textures;
textures.push_back(cl->shadow.render_textures[i]);
textures.push_back(cl->shadow.render_depth);
cl->shadow.render_fb[i] = RD::get_singleton()->framebuffer_create(textures);
tex_uniforms.ids.push_back(default_samplers.samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]);
tex_uniforms.ids.push_back(cl->shadow.render_textures[i]);
cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
fb_textures.push_back(cl->shadow.depth);
}
Vector<RD::Uniform> tex_uniforms_set;
tex_uniforms_set.push_back(tex_uniforms);
cl->shadow.uniform_set = RD::get_singleton()->uniform_set_create(tex_uniforms_set, shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), 0);
}
cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
cl->shadow.size = p_resolution;
//canvas state uniform set needs updating
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
RD::get_singleton()->free(state.canvas_state_uniform_set);
@ -1538,7 +1518,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
Vector<Color> cc;
cc.push_back(Color(p_far, p_far, p_far, 1.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.render_fb[i], RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
CameraMatrix projection;
{
@ -1555,7 +1535,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
@ -1564,6 +1544,11 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
push_constant.projection[y * 4 + x] = projection.matrix[y][x];
}
}
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
push_constant.direction[0] = directions[i].x;
push_constant.direction[1] = directions[i].y;
push_constant.pad[0] = 0;
push_constant.pad[1] = 0;
/*if (i == 0)
*p_xform_cache = projection;*/
@ -1572,7 +1557,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
while (instance) {
OccluderPolygon *co = occluder_polygon_owner.getornull(instance->polygon);
OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
@ -1580,7 +1565,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
continue;
}
_update_transform_2d_to_mat4(p_light_xform * instance->xform_cache, push_constant.modelview);
_update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
@ -1594,15 +1579,6 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
RD::get_singleton()->draw_list_end();
}
Vector<Color> cc;
cc.push_back(Color(p_far, p_far, p_far, 1.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fix_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.shader_fix_pipeline);
RD::get_singleton()->draw_list_bind_index_array(draw_list, primitive_arrays.index_array[3]);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cl->shadow.uniform_set, 0);
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
RID RasterizerCanvasRD::occluder_polygon_create() {
@ -1920,8 +1896,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
attachments.push_back(af_color);
shadow_render.framebuffer_fix_format = RD::get_singleton()->framebuffer_format_create(attachments);
RD::AttachmentFormat af_depth;
af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
@ -1953,10 +1927,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
shadow_render.shader_fix.initialize(versions);
shadow_render.shader_fix_version = shadow_render.shader_fix.version_create();
shadow_render.shader_fix_pipeline = RD::get_singleton()->render_pipeline_create(shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), shadow_render.framebuffer_fix_format, RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
{ //bindings

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@ -62,7 +62,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16)
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
LIGHT_FLAGS_FILTER_SHIFT = 22
};
enum {
@ -216,13 +219,8 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct {
int size;
RID texture;
RID render_depth;
RID render_fb[4];
RID render_textures[4];
RID fix_fb;
RID uniform_set;
RID depth;
RID fb;
} shadow;
};
@ -230,7 +228,14 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct ShadowRenderPushConstant {
float projection[16];
float modelview[16];
float modelview[8];
float direction[2];
float pad[2];
};
struct ShadowFixPushConstant {
float projection[16];
float far;
float pad[3];
};
struct OccluderPolygon {
@ -245,6 +250,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
float shadow_color[4];
float position[2];
@ -263,11 +269,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RID render_pipelines[3];
RD::VertexFormatID vertex_format;
RD::FramebufferFormatID framebuffer_format;
CanvasOcclusionFixShaderRD shader_fix;
RD::FramebufferFormatID framebuffer_fix_format;
RID shader_fix_version;
RID shader_fix_pipeline;
} shadow_render;
/***************/

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@ -491,6 +491,71 @@ FRAGMENT_SHADER_CODE
light_color.a = 0.0;
}
if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(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.
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;
if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) {
shadow = step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
} else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) {
float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size;
shadow = 0.0;
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance);
shadow/=5.0;
} else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF13) {
float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size;
shadow = 0.0;
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*6.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*5.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*4.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*3.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*3.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*4.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*5.0,0.0)).x,distance);
shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*6.0,0.0)).x,distance);
shadow/=13.0;
}
light_color = mix(light_color,light_array.data[light_base].shadow_color,shadow);
}
uint blend_mode = light_array.data[light_base].flags&LIGHT_FLAGS_BLEND_MASK;
switch(blend_mode) {

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@ -8,16 +8,18 @@ layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 modelview;
mat4 projection;
mat2x4 modelview;
vec2 direction;
vec2 pad;
} constants;
layout(location = 0) out highp float depth;
void main() {
highp vec4 vtx = (constants.modelview * vec4(vertex, 1.0));
depth = length(vtx.xy);
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));
depth = dot(constants.direction,vtx.xy);
gl_Position = constants.projection * vtx;

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@ -35,22 +35,65 @@ layout(set=0, binding=0) uniform sampler2D textures[4];
layout(location = 0) in highp float u;
layout(location = 0) out highp float distance;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
float far;
float pad[3];
} constants;
void main() {
//0-1 in the texture we are writing to represents a circle, 0-2PI)
//obtain the quarter circle from the source textures
highp float sub_angle = ((mod(u,0.25)/0.25)*2.0-1.0)*(PI/4.0);
highp float x=tan(sub_angle)*0.5+0.5;
float angle=fract(u+1.0-0.125);
float depth;
if (u<0.25) {
#if 0
if (angle<0.25) {
highp float sub_angle = ((angle/0.25)*2.0-1.0)*(PI/4.0);
highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[0],vec2(x,0.0)).x;
} else if (u<0.50) {
} else if (angle<0.50) {
highp float sub_angle = (((angle-0.25)/0.25)*2.0-1.0)*(PI/4.0);
highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[1],vec2(x,0.0)).x;
} else if (u<0.75) {
} else if (angle<0.75) {
highp float sub_angle = (((angle-0.5)/0.25)*2.0-1.0)*(PI/4.0);
highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[2],vec2(x,0.0)).x;
} else {
highp float sub_angle = (((angle-0.75)/0.25)*2.0-1.0)*(PI/4.0);
highp float x=tan(sub_angle)*0.5+0.5;
depth=texture(textures[3],vec2(x,0.0)).x;
}
#else
if (angle<0.25) {
highp float sub_angle = ((angle/0.25)*2.0-1.0)*(PI/4.0);
vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
vec4 proj = constants.projection * vec4(pos,0.0,1.0);
float coord = (proj.x/proj.w)*0.5+0.5;
depth=texture(textures[0],vec2(coord,0.0)).x;
} else if (angle<0.50) {
highp float sub_angle = (((angle-0.25)/0.25)*2.0-1.0)*(PI/4.0);
vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
vec4 proj = constants.projection * vec4(pos,0.0,1.0);
float coord = (proj.x/proj.w)*0.5+0.5;
depth=texture(textures[1],vec2(coord,0.0)).x;
} else if (angle<0.75) {
highp float sub_angle = (((angle-0.5)/0.25)*2.0-1.0)*(PI/4.0);
vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
vec4 proj = constants.projection * vec4(pos,0.0,1.0);
float coord = (proj.x/proj.w)*0.5+0.5;
depth=texture(textures[2],vec2(coord,0.0)).x;
} else {
highp float sub_angle = (((angle-0.75)/0.25)*2.0-1.0)*(PI/4.0);
vec2 pos = vec2(cos(sub_angle),sin(sub_angle))*constants.far;
vec4 proj = constants.projection * vec4(pos,0.0,1.0);
float coord = (proj.x/proj.w)*0.5+0.5;
depth=texture(textures[3],vec2(coord,0.0)).x;
}
#endif
distance=depth;
}

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@ -93,10 +93,17 @@ layout(set = 3, binding = 0, std140) uniform CanvasData {
#define LIGHT_FLAGS_BLEND_MODE_SUB (1<<16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2<<16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3<<16)
#define LIGHT_FLAGS_HAS_SHADOW (1<<20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
#define LIGHT_FLAGS_FILTER_MASK (3<<22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0<<22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1<<22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2<<22)
struct Light {
mat2x4 matrix; //light to texture coordinate matrix
mat2x4 matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
vec4 shadow_color;
vec2 position;

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@ -2189,10 +2189,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF3);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF7);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF9);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);

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@ -958,11 +958,9 @@ public:
enum CanvasLightShadowFilter {
CANVAS_LIGHT_FILTER_NONE,
CANVAS_LIGHT_FILTER_PCF3,
CANVAS_LIGHT_FILTER_PCF5,
CANVAS_LIGHT_FILTER_PCF7,
CANVAS_LIGHT_FILTER_PCF9,
CANVAS_LIGHT_FILTER_PCF13,
CANVAS_LIGHT_FILTER_MAX
};
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;