godot/drivers/gles2/shaders/canvas.glsl
Marcin Zawiejski f55039b194 Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +02:00

113 lines
1.7 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;
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;
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
uv_interp = uv_attrib;
{
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;
}