683 lines
16 KiB
GLSL
683 lines
16 KiB
GLSL
[vertex]
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layout(location = 0) in highp vec2 vertex;
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layout(location = 3) in vec4 color_attrib;
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#ifdef USE_SKELETON
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layout(location = 6) in uvec4 bone_indices; // attrib:6
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layout(location = 7) in vec4 bone_weights; // attrib:7
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#endif
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#else
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#ifdef USE_INSTANCING
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layout(location = 8) in highp vec4 instance_xform0;
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layout(location = 9) in highp vec4 instance_xform1;
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layout(location = 10) in highp vec4 instance_xform2;
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layout(location = 11) in lowp vec4 instance_color;
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#ifdef USE_INSTANCE_CUSTOM
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layout(location = 12) in highp vec4 instance_custom_data;
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#endif
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#endif
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layout(location = 4) in highp vec2 uv_attrib;
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// skeleton
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#endif
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uniform highp vec2 color_texpixel_size;
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layout(std140) uniform CanvasItemData { //ubo:0
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highp mat4 projection_matrix;
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highp float time;
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};
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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out highp vec2 uv_interp;
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out mediump vec4 color_interp;
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#ifdef USE_NINEPATCH
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out highp vec2 pixel_size_interp;
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#endif
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#ifdef USE_SKELETON
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uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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#endif
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData { //ubo:1
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// light matrices
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highp mat4 light_matrix;
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highp mat4 light_local_matrix;
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highp mat4 shadow_matrix;
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highp vec4 light_color;
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highp vec4 light_shadow_color;
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highp vec2 light_pos;
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highp float shadowpixel_size;
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highp float shadow_gradient;
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highp float light_height;
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highp float light_outside_alpha;
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highp float shadow_distance_mult;
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};
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out vec4 light_uv_interp;
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out vec2 transformed_light_uv;
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out vec4 local_rot;
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#ifdef USE_SHADOWS
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out highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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#ifdef USE_PARTICLES
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uniform int h_frames;
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uniform int v_frames;
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#endif
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData { //ubo:2
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MATERIAL_UNIFORMS
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};
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#endif
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VERTEX_SHADER_GLOBALS
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void main() {
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vec4 color = color_attrib;
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#ifdef USE_INSTANCING
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mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
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color *= instance_color;
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vec4 instance_custom = instance_custom_data;
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#else
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mat4 extra_matrix2 = extra_matrix;
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vec4 instance_custom = vec4(0.0);
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#endif
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0);
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#else
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 0.0, 1.0);
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#endif
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#ifdef USE_PARTICLES
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//scale by texture size
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outvec.xy /= color_texpixel_size;
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//compute h and v frames and adjust UV interp for animation
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int total_frames = h_frames * v_frames;
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int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1);
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float frame_w = 1.0 / float(h_frames);
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float frame_h = 1.0 / float(v_frames);
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uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
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uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames);
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#endif
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#define extra_matrix extra_matrix2
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{
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VERTEX_SHADER_CODE
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(dst_rect.zw) * vertex;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#undef extra_matrix
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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outvec.xy = floor(outvec + 0.5).xy;
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#endif
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#ifdef USE_SKELETON
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if (bone_weights != vec4(0.0)) { //must be a valid bone
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//skeleton transform
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ivec4 bone_indicesi = ivec4(bone_indices);
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ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2);
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highp mat2x4 m;
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m = mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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* bone_weights.x;
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tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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* bone_weights.y;
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tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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* bone_weights.z;
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tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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* bone_weights.w;
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mat4 bone_matrix = 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_transform_inverse;
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outvec = bone_matrix * outvec;
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}
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#endif
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw = (light_local_matrix * outvec).xy;
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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pos = outvec.xy;
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#endif
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local_rot.xy = normalize((modelview_matrix * (extra_matrix * vec4(1.0, 0.0, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix * vec4(0.0, 1.0, 0.0, 0.0))).xy);
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#ifdef USE_TEXTURE_RECT
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local_rot.xy *= sign(src_rect.z);
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local_rot.zw *= sign(src_rect.w);
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#endif
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#endif
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}
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[fragment]
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uniform mediump sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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in highp vec2 uv_interp;
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in mediump vec4 color_interp;
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#if defined(SCREEN_TEXTURE_USED)
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uniform sampler2D screen_texture; // texunit:-3
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#endif
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#if defined(SCREEN_UV_USED)
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uniform vec2 screen_pixel_size;
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#endif
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layout(std140) uniform CanvasItemData {
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highp mat4 projection_matrix;
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highp float time;
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};
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData {
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highp mat4 light_matrix;
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highp mat4 light_local_matrix;
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highp mat4 shadow_matrix;
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highp vec4 light_color;
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highp vec4 light_shadow_color;
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highp vec2 light_pos;
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highp float shadowpixel_size;
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highp float shadow_gradient;
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highp float light_height;
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highp float light_outside_alpha;
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highp float shadow_distance_mult;
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};
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uniform lowp sampler2D light_texture; // texunit:-1
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in vec4 light_uv_interp;
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in vec2 transformed_light_uv;
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in vec4 local_rot;
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#ifdef USE_SHADOWS
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uniform highp sampler2D shadow_texture; // texunit:-2
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in highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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uniform mediump vec4 final_modulate;
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layout(location = 0) out mediump vec4 frag_color;
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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#endif
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FRAGMENT_SHADER_GLOBALS
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void light_compute(
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inout vec4 light,
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inout vec2 light_vec,
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inout float light_height,
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv,
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#endif
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vec4 color) {
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#if defined(USE_LIGHT_SHADER_CODE)
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LIGHT_SHADER_CODE
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#endif
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}
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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uniform bool clip_rect_uv;
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#ifdef USE_NINEPATCH
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in highp vec2 pixel_size_interp;
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uniform int np_repeat_v;
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uniform int np_repeat_h;
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uniform bool np_draw_center;
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// left top right bottom in pixel coordinates
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uniform vec4 np_margins;
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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) {
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float tex_size = 1.0 / tex_pixel_size;
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if (pixel < margin_begin) {
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return pixel * tex_pixel_size;
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} else if (pixel >= draw_size - margin_end) {
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return (tex_size - (draw_size - pixel)) * tex_pixel_size;
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} else {
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if (!np_draw_center) {
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draw_center--;
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}
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if (np_repeat == 0) { //stretch
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//convert to ratio
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float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
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//scale to source texture
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return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
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} else if (np_repeat == 1) { //tile
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//convert to ratio
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float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
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//scale to source texture
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return (margin_begin + ofs) * tex_pixel_size;
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} else if (np_repeat == 2) { //tile fit
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//convert to ratio
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float src_area = draw_size - margin_begin - margin_end;
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float dst_area = tex_size - margin_begin - margin_end;
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float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
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//convert to ratio
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float ratio = (pixel - margin_begin) / src_area;
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ratio = mod(ratio * scale, 1.0);
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return (margin_begin + ratio * dst_area) * tex_pixel_size;
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}
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}
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}
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#endif
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#endif
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uniform bool use_default_normal;
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void main() {
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vec4 color = color_interp;
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vec2 uv = uv_interp;
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#ifdef USE_TEXTURE_RECT
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#ifdef USE_NINEPATCH
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int draw_center = 2;
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uv = vec2(
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map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center));
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if (draw_center == 0) {
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color.a = 0.0;
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}
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uv = uv * src_rect.zw + src_rect.xy; //apply region if needed
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#endif
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if (clip_rect_uv) {
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uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw));
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}
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#endif
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#if !defined(COLOR_USED)
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//default behavior, texture by color
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#ifdef USE_DISTANCE_FIELD
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const float smoothing = 1.0 / 32.0;
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float distance = textureLod(color_texture, uv, 0.0).a;
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color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
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#else
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color *= texture(color_texture, uv);
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#endif
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#endif
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vec3 normal;
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#if defined(NORMAL_USED)
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bool normal_used = true;
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#else
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bool normal_used = false;
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#endif
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if (use_default_normal) {
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normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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normal_used = true;
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} else {
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normal = vec3(0.0, 0.0, 1.0);
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}
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
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#endif
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{
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float normal_depth = 1.0;
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#if defined(NORMALMAP_USED)
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vec3 normal_map = vec3(0.0, 0.0, 1.0);
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#endif
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FRAGMENT_SHADER_CODE
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#if defined(NORMALMAP_USED)
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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);
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#endif
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}
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#ifdef DEBUG_ENCODED_32
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highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
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color = vec4(vec3(enc32), 1.0);
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#endif
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color *= final_modulate;
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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}
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float att = 1.0;
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vec2 light_uv = light_uv_interp.xy;
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vec4 light = texture(light_texture, light_uv);
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if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
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color.a *= light_outside_alpha; //invisible
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} else {
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float real_light_height = light_height;
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vec4 real_light_color = light_color;
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vec4 real_light_shadow_color = light_shadow_color;
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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light_compute(
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light,
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light_vec,
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real_light_height,
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real_light_color,
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light_uv,
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real_light_shadow_color,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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screen_uv,
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#endif
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color);
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#endif
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light *= real_light_color;
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if (normal_used) {
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vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
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light *= max(dot(-light_normal, normal), 0.0);
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}
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color *= light;
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#ifdef USE_SHADOWS
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light_vec = light_uv_interp.zw; //for shadows
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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float PI = 3.14159265358979323846264;
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/*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
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float ang*/
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float su, sz;
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float abs_angle = abs(angle_to_light);
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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point = light_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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point = -light_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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point = vec2(light_vec.y, -light_vec.x);
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sh = 0.25 + (1.0 / 8.0);
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} else {
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point = vec2(-light_vec.y, light_vec.x);
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sh = 0.75 + (1.0 / 8.0);
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}
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highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
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s.xyz /= s.w;
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su = s.x * 0.5 + 0.5;
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sz = s.z * 0.5 + 0.5;
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//sz=lightlength(light_vec);
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highp float shadow_attenuation = 0.0;
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#ifdef USE_RGBA_SHADOWS
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#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
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#else
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#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r)
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#endif
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#ifdef SHADOW_USE_GRADIENT
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#define SHADOW_TEST(m_ofs) \
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{ \
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highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
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shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
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}
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#else
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#define SHADOW_TEST(m_ofs) \
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{ \
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highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
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shadow_attenuation += step(sz, sd); \
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}
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#endif
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#ifdef SHADOW_FILTER_NEAREST
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SHADOW_TEST(su);
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#endif
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#ifdef SHADOW_FILTER_PCF3
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SHADOW_TEST(su + shadowpixel_size);
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SHADOW_TEST(su);
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SHADOW_TEST(su - shadowpixel_size);
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shadow_attenuation /= 3.0;
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#endif
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#ifdef SHADOW_FILTER_PCF5
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SHADOW_TEST(su + shadowpixel_size * 2.0);
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SHADOW_TEST(su + shadowpixel_size);
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SHADOW_TEST(su);
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SHADOW_TEST(su - shadowpixel_size);
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SHADOW_TEST(su - shadowpixel_size * 2.0);
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shadow_attenuation /= 5.0;
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#endif
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#ifdef SHADOW_FILTER_PCF7
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SHADOW_TEST(su + shadowpixel_size * 3.0);
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SHADOW_TEST(su + shadowpixel_size * 2.0);
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SHADOW_TEST(su + shadowpixel_size);
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SHADOW_TEST(su);
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SHADOW_TEST(su - shadowpixel_size);
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SHADOW_TEST(su - shadowpixel_size * 2.0);
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SHADOW_TEST(su - shadowpixel_size * 3.0);
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shadow_attenuation /= 7.0;
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#endif
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#ifdef SHADOW_FILTER_PCF9
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SHADOW_TEST(su + shadowpixel_size * 4.0);
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SHADOW_TEST(su + shadowpixel_size * 3.0);
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SHADOW_TEST(su + shadowpixel_size * 2.0);
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SHADOW_TEST(su + shadowpixel_size);
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SHADOW_TEST(su);
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SHADOW_TEST(su - shadowpixel_size);
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SHADOW_TEST(su - shadowpixel_size * 2.0);
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SHADOW_TEST(su - shadowpixel_size * 3.0);
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SHADOW_TEST(su - shadowpixel_size * 4.0);
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shadow_attenuation /= 9.0;
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#endif
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#ifdef SHADOW_FILTER_PCF13
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SHADOW_TEST(su + shadowpixel_size * 6.0);
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SHADOW_TEST(su + shadowpixel_size * 5.0);
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SHADOW_TEST(su + shadowpixel_size * 4.0);
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SHADOW_TEST(su + shadowpixel_size * 3.0);
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SHADOW_TEST(su + shadowpixel_size * 2.0);
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SHADOW_TEST(su + shadowpixel_size);
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SHADOW_TEST(su);
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SHADOW_TEST(su - shadowpixel_size);
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SHADOW_TEST(su - shadowpixel_size * 2.0);
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SHADOW_TEST(su - shadowpixel_size * 3.0);
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SHADOW_TEST(su - shadowpixel_size * 4.0);
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SHADOW_TEST(su - shadowpixel_size * 5.0);
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SHADOW_TEST(su - shadowpixel_size * 6.0);
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shadow_attenuation /= 13.0;
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#endif
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//color *= shadow_attenuation;
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color = mix(real_light_shadow_color, color, shadow_attenuation);
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//use shadows
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#endif
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}
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//use lighting
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#endif
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//color.rgb *= color.a;
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frag_color = color;
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}
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