godot/drivers/gles2/shaders/canvas.glsl
Rémi Verschelde 57416bfbce GLES2: Define 'lowp' for OpenGL 2.1
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.

Fixes #24521.
2018-12-21 15:14:58 +01:00

482 lines
11 KiB
GLSL

/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
uniform highp vec2 color_texpixel_size;
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
#endif
uniform highp float time;
#ifdef USE_LIGHTING
// light matrices
uniform highp mat4 light_matrix;
uniform highp mat4 light_matrix_inverse;
uniform highp mat4 light_local_matrix;
uniform highp mat4 shadow_matrix;
uniform highp vec4 light_color;
uniform highp vec4 light_shadow_color;
uniform highp vec2 light_pos;
uniform highp float shadowpixel_size;
uniform highp float shadow_gradient;
uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;
varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;
varying vec4 local_rot;
#ifdef USE_SHADOWS
varying highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
vec2 select(vec2 a, vec2 b, bvec2 c) {
vec2 ret;
ret.x = c.x ? b.x : a.x;
ret.y = c.y ? b.y : a.y;
return ret;
}
void main() {
vec4 color = color_attrib;
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
color *= instance_color;
vec4 instance_custom = instance_custom_data;
#else
mat4 extra_matrix_instance = extra_matrix;
vec4 instance_custom = vec4(0.0);
#endif
#ifdef USE_TEXTURE_RECT
if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
} else {
uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
}
vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
// This is what is done in the GLES 3 bindings and should
// take care of flipped rects.
//
// But it doesn't.
// I don't know why, will need to investigate further.
outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
uv_interp = uv_attrib;
#endif
{
vec2 src_vtx = outvec.xy;
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
color_interp = color;
#ifdef USE_PIXEL_SNAP
outvec.xy = floor(outvec + 0.5).xy;
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
light_uv_interp.xy = (light_matrix * outvec).xy;
light_uv_interp.zw = (light_local_matrix * outvec).xy;
transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
#ifdef USE_SHADOWS
pos = outvec.xy;
#endif
local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
#ifdef USE_TEXTURE_RECT
local_rot.xy *= sign(src_rect.z);
local_rot.zw *= sign(src_rect.w);
#endif
#endif
}
/* clang-format off */
[fragment]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform sampler2D color_texture; // texunit:-1
/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:-2
varying mediump vec2 uv_interp;
varying mediump vec4 color_interp;
uniform highp float time;
uniform vec4 final_modulate;
#ifdef SCREEN_TEXTURE_USED
uniform sampler2D screen_texture; // texunit:-3
#endif
#ifdef SCREEN_UV_USED
uniform vec2 screen_pixel_size;
#endif
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
uniform highp mat4 light_local_matrix;
uniform highp mat4 shadow_matrix;
uniform highp vec4 light_color;
uniform highp vec4 light_shadow_color;
uniform highp vec2 light_pos;
uniform highp float shadowpixel_size;
uniform highp float shadow_gradient;
uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;
uniform lowp sampler2D light_texture; // texunit:-3
varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;
varying vec4 local_rot;
#ifdef USE_SHADOWS
uniform highp sampler2D shadow_texture; // texunit:-4
varying highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
uniform bool use_default_normal;
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
void main() {
vec4 color = color_interp;
#if !defined(COLOR_USED)
//default behavior, texture by color
color *= texture2D(color_texture, uv_interp);
#endif
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
if (use_default_normal) {
normal.xy = texture2D(normal_texture, uv_interp).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
normal = vec3(0.0, 0.0, 1.0);
}
{
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
}
color *= final_modulate;
#ifdef USE_LIGHTING
vec2 light_vec = transformed_light_uv;
if (normal_used) {
normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
}
float att = 1.0;
vec2 light_uv = light_uv_interp.xy;
vec4 light = texture2D(light_texture, light_uv);
if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
color.a *= light_outside_alpha; //invisible
} else {
float real_light_height = light_height;
vec4 real_light_color = light_color;
vec4 real_light_shadow_color = light_shadow_color;
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
light_compute(
light,
light_vec,
real_light_height,
real_light_color,
light_uv,
real_light_shadow_color,
normal,
uv,
#if defined(SCREEN_UV_USED)
screen_uv,
#endif
color);
#endif
light *= real_light_color;
if (normal_used) {
vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
light *= max(dot(-light_normal, normal), 0.0);
}
color *= light;
#ifdef USE_SHADOWS
light_vec = light_uv_interp.zw; //for shadows
float angle_to_light = -atan(light_vec.x, light_vec.y);
float PI = 3.14159265358979323846264;
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
float ang*/
float su, sz;
float abs_angle = abs(angle_to_light);
vec2 point;
float sh;
if (abs_angle < 45.0 * PI / 180.0) {
point = light_vec;
sh = 0.0 + (1.0 / 8.0);
} else if (abs_angle > 135.0 * PI / 180.0) {
point = -light_vec;
sh = 0.5 + (1.0 / 8.0);
} else if (angle_to_light > 0.0) {
point = vec2(light_vec.y, -light_vec.x);
sh = 0.25 + (1.0 / 8.0);
} else {
point = vec2(-light_vec.y, light_vec.x);
sh = 0.75 + (1.0 / 8.0);
}
highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
s.xyz /= s.w;
su = s.x * 0.5 + 0.5;
sz = s.z * 0.5 + 0.5;
//sz=lightlength(light_vec);
highp float shadow_attenuation = 0.0;
#ifdef USE_RGBA_SHADOWS
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
#else
#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
#endif
#ifdef SHADOW_USE_GRADIENT
#define SHADOW_TEST(m_ofs) \
{ \
highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
}
#else
#define SHADOW_TEST(m_ofs) \
{ \
highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
shadow_attenuation += step(sz, sd); \
}
#endif
#ifdef SHADOW_FILTER_NEAREST
SHADOW_TEST(su);
#endif
#ifdef SHADOW_FILTER_PCF3
SHADOW_TEST(su + shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su - shadowpixel_size);
shadow_attenuation /= 3.0;
#endif
#ifdef SHADOW_FILTER_PCF5
SHADOW_TEST(su + shadowpixel_size * 2.0);
SHADOW_TEST(su + shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su - shadowpixel_size);
SHADOW_TEST(su - shadowpixel_size * 2.0);
shadow_attenuation /= 5.0;
#endif
#ifdef SHADOW_FILTER_PCF7
SHADOW_TEST(su + shadowpixel_size * 3.0);
SHADOW_TEST(su + shadowpixel_size * 2.0);
SHADOW_TEST(su + shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su - shadowpixel_size);
SHADOW_TEST(su - shadowpixel_size * 2.0);
SHADOW_TEST(su - shadowpixel_size * 3.0);
shadow_attenuation /= 7.0;
#endif
#ifdef SHADOW_FILTER_PCF9
SHADOW_TEST(su + shadowpixel_size * 4.0);
SHADOW_TEST(su + shadowpixel_size * 3.0);
SHADOW_TEST(su + shadowpixel_size * 2.0);
SHADOW_TEST(su + shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su - shadowpixel_size);
SHADOW_TEST(su - shadowpixel_size * 2.0);
SHADOW_TEST(su - shadowpixel_size * 3.0);
SHADOW_TEST(su - shadowpixel_size * 4.0);
shadow_attenuation /= 9.0;
#endif
#ifdef SHADOW_FILTER_PCF13
SHADOW_TEST(su + shadowpixel_size * 6.0);
SHADOW_TEST(su + shadowpixel_size * 5.0);
SHADOW_TEST(su + shadowpixel_size * 4.0);
SHADOW_TEST(su + shadowpixel_size * 3.0);
SHADOW_TEST(su + shadowpixel_size * 2.0);
SHADOW_TEST(su + shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su - shadowpixel_size);
SHADOW_TEST(su - shadowpixel_size * 2.0);
SHADOW_TEST(su - shadowpixel_size * 3.0);
SHADOW_TEST(su - shadowpixel_size * 4.0);
SHADOW_TEST(su - shadowpixel_size * 5.0);
SHADOW_TEST(su - shadowpixel_size * 6.0);
shadow_attenuation /= 13.0;
#endif
//color *= shadow_attenuation;
color = mix(real_light_shadow_color, color, shadow_attenuation);
//use shadows
#endif
}
//use lighting
#endif
gl_FragColor = color;
}