godot/drivers/gles3/shaders/canvas_shadow.glsl
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00

50 lines
893 B
GLSL

[vertex]
uniform highp mat4 projection_matrix;
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
layout(location=0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
position_interp=gl_Position;
}
[fragment]
in highp vec4 position_interp;
#ifdef USE_RGBA_SHADOWS
layout(location=0) out lowp vec4 distance_buf;
#else
layout(location=0) out highp float distance_buf;
#endif
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
distance_buf=comp;
#else
distance_buf=depth;
#endif
}