godot/drivers/gles3/shaders/canvas.glsl

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[vertex]
layout(location=0) in highp vec2 vertex;
layout(location=3) in vec4 color_attrib;
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#ifdef USE_SKELETON
layout(location=6) in uvec4 bone_indices; // attrib:6
layout(location=7) in vec4 bone_weights; // attrib:7
#endif
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
#else
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#ifdef USE_INSTANCING
layout(location=8) in highp vec4 instance_xform0;
layout(location=9) in highp vec4 instance_xform1;
layout(location=10) in highp vec4 instance_xform2;
layout(location=11) in lowp vec4 instance_color;
#ifdef USE_INSTANCE_CUSTOM
layout(location=12) in highp vec4 instance_custom_data;
#endif
#endif
layout(location=4) in highp vec2 uv_attrib;
//skeletn
#endif
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uniform highp vec2 color_texpixel_size;
layout(std140) uniform CanvasItemData { //ubo:0
highp mat4 projection_matrix;
highp float time;
};
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
out highp vec2 uv_interp;
out mediump vec4 color_interp;
#ifdef USE_NINEPATCH
out highp vec2 pixel_size_interp;
#endif
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#ifdef USE_SKELETON
uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform highp mat4 skeleton_transform;
uniform highp mat4 skeleton_transform_inverse;
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#endif
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
//light matrices
highp mat4 light_matrix;
highp mat4 light_local_matrix;
highp mat4 shadow_matrix;
highp vec4 light_color;
highp vec4 light_shadow_color;
highp vec2 light_pos;
highp float shadowpixel_size;
highp float shadow_gradient;
highp float light_height;
highp float light_outside_alpha;
highp float shadow_distance_mult;
};
out vec4 light_uv_interp;
out vec4 local_rot;
#ifdef USE_SHADOWS
out highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
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#ifdef USE_PARTICLES
uniform int h_frames;
uniform int v_frames;
#endif
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:2
MATERIAL_UNIFORMS
};
#endif
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VERTEX_SHADER_GLOBALS
void main() {
vec4 color = color_attrib;
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#ifdef USE_INSTANCING
mat4 extra_matrix2 = 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;
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#else
mat4 extra_matrix2 = extra_matrix;
vec4 instance_custom = vec4(0.0);
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#endif
#ifdef USE_TEXTURE_RECT
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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;
}
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);
#else
uv_interp = uv_attrib;
highp vec4 outvec = vec4(vertex,0.0,1.0);
#endif
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#ifdef USE_PARTICLES
//scale by texture size
outvec.xy/=color_texpixel_size;
//compute h and v frames and adjust UV interp for animation
int total_frames = h_frames * v_frames;
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);
float frame_h = 1.0/float(v_frames);
uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
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
{
VERTEX_SHADER_CODE
}
#ifdef USE_NINEPATCH
pixel_size_interp=abs(dst_rect.zw) * vertex;
#endif
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#undef extra_matrix
color_interp = color;
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec+0.5).xy;
#endif
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#ifdef USE_SKELETON
if (bone_weights!=vec4(0.0)){ //must be a valid bone
//skeleton transform
ivec4 bone_indicesi = ivec4(bone_indices);
ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
highp mat2x4 m = mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.x;
tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.y;
tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.z;
tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * 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;
}
#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;
#ifdef USE_SHADOWS
pos=outvec.xy;
#endif
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * 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
}
[fragment]
uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
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in highp vec2 uv_interp;
in mediump vec4 color_interp;
#if defined(SCREEN_TEXTURE_USED)
uniform sampler2D screen_texture; // texunit:-3
#endif
#if defined(SCREEN_UV_USED)
uniform vec2 screen_pixel_size;
#endif
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
highp float time;
};
#ifdef USE_LIGHTING
layout(std140) uniform LightData {
highp mat4 light_matrix;
highp mat4 light_local_matrix;
highp mat4 shadow_matrix;
highp vec4 light_color;
highp vec4 light_shadow_color;
highp vec2 light_pos;
highp float shadowpixel_size;
highp float shadow_gradient;
highp float light_height;
highp float light_outside_alpha;
highp float shadow_distance_mult;
};
uniform lowp sampler2D light_texture; // texunit:-1
in vec4 light_uv_interp;
in vec4 local_rot;
#ifdef USE_SHADOWS
uniform highp sampler2D shadow_texture; // texunit:-2
in highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;
layout(location=0) out mediump vec4 frag_color;
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
#endif
FRAGMENT_SHADER_GLOBALS
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,
#if defined(SCREEN_UV_USED)
vec2 screen_uv,
#endif
vec4 color) {
#if defined(USE_LIGHT_SHADER_CODE)
LIGHT_SHADER_CODE
#endif
}
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
uniform bool clip_rect_uv;
#ifdef USE_NINEPATCH
in highp vec2 pixel_size_interp;
uniform int np_repeat_v;
uniform int np_repeat_h;
uniform bool np_draw_center;
//left top right bottom in pixel coordinates
uniform vec4 np_margins;
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 (!np_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
#endif
uniform bool use_default_normal;
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_TEXTURE_RECT
#ifdef USE_NINEPATCH
int draw_center=2;
uv = vec2(
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),
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)
);
if (draw_center==0) {
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color.a=0.0;
}
uv = uv*src_rect.zw+src_rect.xy; //apply region if needed
#endif
if (clip_rect_uv) {
uv = clamp(uv,src_rect.xy,src_rect.xy+abs(src_rect.zw));
}
#endif
#if !defined(COLOR_USED)
//default behavior, texture by color
#ifdef USE_DISTANCE_FIELD
const float smoothing = 1.0/32.0;
float distance = textureLod(color_texture, uv,0.0).a;
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
#else
color *= texture( color_texture, uv );
#endif
#endif
vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
if (use_default_normal) {
normal.xy = textureLod(normal_texture, uv,0.0).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);
}
#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);
#endif
FRAGMENT_SHADER_CODE
#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
}
#ifdef DEBUG_ENCODED_32
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) );
color = vec4(vec3(enc32),1.0);
#endif
color*=final_modulate;
#ifdef USE_LIGHTING
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vec2 light_vec = (inverse(light_matrix)*vec4(normalize(light_uv_interp.zw),0.0,0.0)).xy; //for normal mapping
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 = texture(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
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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(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) )
#else
#define SHADOW_DEPTH(m_tex,m_uv) (texture((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
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#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
//color.rgb*=color.a;
frag_color = color;
}