mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
51 lines
993 B
GLSL
51 lines
993 B
GLSL
/* clang-format off */
|
|
[vertex]
|
|
|
|
uniform highp mat4 projection_matrix;
|
|
/* clang-format on */
|
|
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;
|
|
}
|
|
|
|
/* clang-format off */
|
|
[fragment]
|
|
|
|
in highp vec4 position_interp;
|
|
/* clang-format on */
|
|
|
|
#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
|
|
}
|