godot/servers/visual/rasterizer/shaders/canvas.glsl

405 lines
10 KiB
GLSL

/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
layout(location = 6) in uvec4 bone_indices_attrib;
layout(location = 7) in vec4 bone_weights_attrib;
#endif
#include "canvas_uniforms_inc.glsl"
layout(location=0) out vec2 uv_interp;
layout(location=1) out vec4 color_interp;
#ifdef USE_NINEPATCH
layout(location=3) out vec2 pixel_size_interp;
#endif
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
vec4 instance_custom = vec4(0.0);
#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]));
} else {
vertex = draw_data.points[2];
uv = draw_data.uvs[2];
color = vec4(unpackHalf2x16(draw_data.colors[4]),unpackHalf2x16(draw_data.colors[5]));
}
uvec4 bone_indices = uvec4(0,0,0,0);
vec4 bone_weights = vec4(0,0,0,0);
#elif defined(USE_ATTRIBUTES)
vec2 vertex = vertex_attrib;
vec4 color = color_attrib;
vec2 uv = uv_attrib;
uvec4 bone_indices = bone_indices_attrib;
vec4 bone_weights = bone_weights_attrib;
#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];
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;
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)));
uvec4 bone_indices = uvec4(0,0,0,0);
vec4 bone_weights = vec4(0,0,0,0);
#endif
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));
#if 0
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
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) {
//scale by texture size
vertex /= draw_data.color_texture_pixel_size;
}
#endif
#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
#ifdef USE_NINEPATCH
pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
#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;
}
#ifdef USE_ATTRIBUTES
#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;
}
#endif
#endif
uv_interp = uv;
#if !defined(SKIP_TRANSFORM_USED)
gl_Position = (canvas_data.screen_transform * canvas_data.canvas_transform) * vec4(vertex,0.0,1.0);
#else
gl_Position = vec4(vertex,0.0,1.0);
#endif
#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;
#ifdef USE_NINEPATCH
layout(location=3) in vec2 pixel_size_interp;
#endif
layout(location = 0) out vec4 frag_color;
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
void light_compute(
inout vec4 light,
inout vec2 light_vec,
inout float light_height,
inout vec4 light_color,
vec2 light_uv,
inout vec4 shadow_color,
vec3 normal,
vec2 uv,
vec2 screen_uv,
vec4 color) {
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
}
#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;
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
#ifdef USE_NINEPATCH
int draw_center = 2;
uv = vec2(
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));
if (draw_center == 0) {
color.a = 0.0;
}
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
#endif
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
#if !defined(COLOR_USED)
//default behavior, texture by color
color *= texture(sampler2D(color_texture,texture_sampler), uv);
#endif
vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
#if 0
if (false /*normal_used || canvas_data.light_count > 0*/ ) {
normal.xy = texture(sampler2D(normal_texture,texture_sampler ), uv).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
#endif
normal = vec3(0.0, 0.0, 1.0);
#if 0
}
#endif
#if defined(SCREEN_UV_USED)
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
{
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
}
#if 0
if (canvas_data.light_count > 0 ) {
//do lighting
}
#endif
//color.rgb *= color.a;
frag_color = color;
}