virtualx-engine/drivers/gles2/shaders/canvas.glsl

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[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec3 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute highp vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
varying vec4 light_tex_pos;
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
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//uniform bool snap_pixels;
VERTEX_SHADER_GLOBALS
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void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
highp vec4 outvec = vec4(vertex, 1.0);
{
vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
#if !defined(USE_WORLD_VEC)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
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#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec.xy+0.5);
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
light_tex_pos.xy = light_matrix * gl_Position;
light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
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#endif
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}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
// texunit:0
uniform sampler2D texture;
varying vec2 uv_interp;
varying vec4 color_interp;
#ifdef MOMO
#endif
#if defined(ENABLE_SCREEN_UV)
uniform vec2 screen_uv_mult;
#endif
#if defined(ENABLE_TEXSCREEN)
uniform vec2 texscreen_screen_mult;
uniform vec4 texscreen_screen_clamp;
uniform sampler2D texscreen_tex;
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
varying vec4 light_tex_pos;
#ifdef USE_SHADOWS
uniform sampler2D shadow_texture;
uniform float shadow_attenuation;
#endif
#endif
#if defined(USE_TEXPIXEL_SIZE)
uniform vec2 texpixel_size;
#endif
FRAGMENT_SHADER_GLOBALS
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void main() {
vec4 color = color_interp;
#if defined(NORMAL_USED)
vec3 normal = vec3(0,0,1);
#endif
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color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
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{
FRAGMENT_SHADER_CODE
}
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#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
#ifdef USE_LIGHTING
float att=1.0;
vec3 light = texture2D(light_texture,light_tex_pos).rgb;
#ifdef USE_SHADOWS
//this might not be that great on mobile?
float light_dist = length(light_texture.zw);
float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
if (light_dist>shadow_dist) {
light*=shadow_attenuation;
}
//use shadows
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
vec2 light_dir = normalize(light_tex_pos.zw);
float light_distance = length(light_tex_pos.zw);
LIGHT_SHADER_CODE
}
#else
#if defined(NORMAL_USED)
vec2 light_normal = normalize(light_tex_pos.zw);
light = color.rgb * light * max(dot(light_normal,normal),0);
#endif
color.rgb=light;
//light shader code
#endif
//use lighting
#endif
// color.rgb*=color.a;
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gl_FragColor = color;
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}