69 lines
1.4 KiB
GLSL
69 lines
1.4 KiB
GLSL
/* clang-format off */
|
|
#[modes]
|
|
|
|
mode_sdf =
|
|
mode_shadow = #define MODE_SHADOW
|
|
mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
|
|
|
|
#[specializations]
|
|
|
|
#[vertex]
|
|
|
|
layout(location = 0) in vec3 vertex;
|
|
|
|
uniform highp mat4 projection;
|
|
uniform highp vec4 modelview1;
|
|
uniform highp vec4 modelview2;
|
|
uniform highp vec2 direction;
|
|
uniform highp float z_far;
|
|
|
|
#ifdef MODE_SHADOW
|
|
out float depth;
|
|
#endif
|
|
|
|
void main() {
|
|
highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
|
|
|
|
#ifdef MODE_SHADOW
|
|
depth = dot(direction, vtx.xy);
|
|
#endif
|
|
gl_Position = projection * vtx;
|
|
}
|
|
|
|
#[fragment]
|
|
|
|
|
|
uniform highp mat4 projection;
|
|
uniform highp vec4 modelview1;
|
|
uniform highp vec4 modelview2;
|
|
uniform highp vec2 direction;
|
|
uniform highp float z_far;
|
|
|
|
#ifdef MODE_SHADOW
|
|
in highp float depth;
|
|
#endif
|
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
layout(location = 0) out lowp vec4 out_buf;
|
|
#else
|
|
layout(location = 0) out highp float out_buf;
|
|
#endif
|
|
|
|
void main() {
|
|
float out_depth = 1.0;
|
|
|
|
#ifdef MODE_SHADOW
|
|
out_depth = depth / z_far;
|
|
#endif
|
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
out_depth = clamp(out_depth, -1.0, 1.0);
|
|
out_depth = out_depth * 0.5 + 0.5;
|
|
highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
|
|
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
|
|
out_buf = comp;
|
|
#else
|
|
out_buf = out_depth;
|
|
#endif
|
|
}
|