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a83e77fded
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec3 vertex; // attrib:0
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uniform highp mat4 projection_matrix;
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/* clang-format on */
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uniform highp mat4 light_matrix;
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uniform highp mat4 world_matrix;
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uniform highp float distance_norm;
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varying highp vec4 position_interp;
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void main() {
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gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
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position_interp = gl_Position;
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}
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/* clang-format off */
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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varying highp vec4 position_interp;
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/* clang-format on */
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void main() {
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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#ifdef USE_RGBA_SHADOWS
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highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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gl_FragColor = comp;
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#else
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gl_FragColor = vec4(depth);
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#endif
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}
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