godot/drivers/gles2/shaders/canvas.glsl

146 lines
2.4 KiB
GLSL

[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
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;
VERTEX_SHADER_GLOBALS
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_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);
#ifdef USE_UV_ATTRIBUTE
uv_interp = uv_attrib;
#else
uv_interp = vertex.xy;
#endif
#endif
{
vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
color_interp = color;
gl_Position = projection_matrix * modelview_matrix * outvec;
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
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:2
#endif
#ifdef SCREEN_UV_USED
uniform vec2 screen_pixel_size;
#endif
FRAGMENT_SHADER_GLOBALS
void main() {
vec4 color = color_interp;
color *= texture2D(color_texture, uv_interp);
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
{
FRAGMENT_SHADER_CODE
}
color *= final_modulate;
gl_FragColor = color;
}