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d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
60 lines
1.0 KiB
GLSL
60 lines
1.0 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in highp vec3 vertex;
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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float z_far;
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float pad;
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}
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constants;
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#ifdef MODE_SHADOW
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layout(location = 0) out highp float depth;
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#endif
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void main() {
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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#ifdef MODE_SHADOW
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depth = dot(constants.direction, vtx.xy);
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#endif
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gl_Position = constants.projection * vtx;
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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float z_far;
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float pad;
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}
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constants;
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#ifdef MODE_SHADOW
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layout(location = 0) in highp float depth;
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layout(location = 0) out highp float distance_buf;
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#else
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layout(location = 0) out highp float sdf_buf;
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#endif
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void main() {
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#ifdef MODE_SHADOW
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distance_buf = depth / constants.z_far;
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#else
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sdf_buf = 1.0;
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#endif
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}
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