/* clang-format off */ [vertex] /* clang-format on */ #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #ifdef USE_VERTEX_ARRAYS layout(location = 0) in vec2 vertex_attrib; layout(location = 3) in vec4 color_attrib; layout(location = 4) in vec2 uv_attrib; layout(location = 6) in uvec4 bone_indices_attrib; layout(location = 7) in vec4 bone_weights_attrib; #endif #include "canvas_uniforms_inc.glsl" layout(location=0) out vec2 uv_interp; layout(location=1) out vec4 color_interp; #ifdef USE_NINEPATCH layout(location=3) out vec2 pixel_size_interp; #endif /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ /* clang-format off */ VERTEX_SHADER_GLOBALS /* clang-format on */ void main() { vec4 instance_custom = vec4(0.0); #ifdef USE_VERTEX_ARRAYS vec2 vertex = vertex_attrib; vec4 color = color_attrib; vec2 uv = uv_attrib; uvec4 bone_indices = bone_indices_attrib; vec4 bone_weights = bone_weights_attrib; #else vec2 vertex_base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0)); vec2 vertex_base = vertex_base_arr[gl_VertexIndex]; vec2 uv = draw_data.src_rect.xy + draw_data.src_rect.zw * ((draw_data.flags&FLAGS_TRANSPOSE_RECT)!=0 ? vertex_base.yx : vertex_base.xy); vec4 color = vec4(1.0); vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0))); uvec4 bone_indices = uvec4(0,0,0,0); vec4 bone_weights = vec4(0,0,0,0); #endif mat4 world_matrix = transpose(mat4(draw_data.world[0],draw_data.world[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))); #if 0 if (draw_data.flags&FLAGS_INSTANCING_ENABLED) { uint offset = draw_data.flags&FLAGS_INSTANCING_STRIDE_MASK; offset *= gl_InstanceIndex; mat4 instance_xform = mat4( vec4( texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),0.0,texelFetch(instancing_buffer,offset+3) ), vec4( texelFetch(instancing_buffer,offset+4),texelFetch(instancing_buffer,offset+5),0.0,texelFetch(instancing_buffer,offset+7) ), vec4( 0.0,0.0,1.0,0.0), vec4( 0.0,0.0,0.0,1.0 ) ); offset+=8; if ( draw_data.flags&FLAGS_INSTANCING_HAS_COLORS ) { vec4 instance_color; if (draw_data.flags&FLAGS_INSTANCING_COLOR_8_BIT ) { uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset)); instance_color = unpackUnorm4x8(bits); offset+=1; } else { instance_color = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3)); offser+=4; } color*=instance_color; } if ( draw_data.flags&FLAGS_INSTANCING_HAS_CUSTOM_DATA ) { if (draw_data.flags&FLAGS_INSTANCING_CUSTOM_DATA_8_BIT ) { uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset)); instance_custom = unpackUnorm4x8(bits); } else { instance_custom = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3)); } } } #endif if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) { //scale by texture size vertex /= draw_data.color_texture_pixel_size; } #ifdef USE_POINT_SIZE float point_size = 1.0; #endif { /* clang-format off */ VERTEX_SHADER_CODE /* clang-format on */ } #ifdef USE_NINEPATCH pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base; #endif #if !defined(SKIP_TRANSFORM_USED) vertex = (world_matrix * vec4(vertex,0.0,1.0)).xy; #endif color_interp = color; if (bool(draw_data.flags&FLAGS_USE_PIXEL_SNAP)) { vertex = floor(vertex + 0.5); // precision issue on some hardware creates artifacts within texture // offset uv by a small amount to avoid uv += 1e-5; } #if 0 if (bool(draw_data.flags&FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone //skeleton transform ivec4 bone_indicesi = ivec4(bone_indices); uvec2 tex_ofs = bone_indicesi.x *2; mat2x4 m; m = mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.x; tex_ofs = bone_indicesi.y * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.y; tex_ofs = bone_indicesi.z * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.z; tex_ofs = bone_indicesi.w * 2; m += mat2x4( texelFetch(skeleton_buffer, tex_ofs+0), texelFetch(skeleton_buffer, tex_ofs+1) ) * bone_weights.w; mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse; //outvec = bone_matrix * outvec; } #endif uv_interp = uv; #if !defined(SKIP_TRANSFORM_USED) gl_Position = (canvas_data.screen_transform * canvas_data.canvas_transform) * vec4(vertex,0.0,1.0); #else gl_Position = vec4(vertex,0.0,1.0); #endif #ifdef USE_POINT_SIZE gl_PointSize=point_size; #endif } /* clang-format off */ [fragment] #version 450 /* clang-format off */ VERSION_DEFINES /* clang-format on */ #include "canvas_uniforms_inc.glsl" layout(location=0) in vec2 uv_interp; layout(location=1) in vec4 color_interp; #ifdef USE_NINEPATCH layout(location=3) in vec2 pixel_size_interp; #endif layout(location = 0) out vec4 frag_color; /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ /* clang-format off */ FRAGMENT_SHADER_GLOBALS /* clang-format on */ void light_compute( inout vec4 light, inout vec2 light_vec, inout float light_height, inout vec4 light_color, vec2 light_uv, inout vec4 shadow_color, vec3 normal, vec2 uv, vec2 screen_uv, vec4 color) { /* clang-format off */ LIGHT_SHADER_CODE /* clang-format on */ } #ifdef USE_NINEPATCH float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { float tex_size = 1.0 / tex_pixel_size; if (pixel < margin_begin) { return pixel * tex_pixel_size; } else if (pixel >= draw_size - margin_end) { return (tex_size - (draw_size - pixel)) * tex_pixel_size; } else { if (!bool(draw_data.flags&FLAGS_NINEPACH_DRAW_CENTER)) { draw_center--; } if (np_repeat == 0) { //stretch //convert to ratio float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; } else if (np_repeat == 1) { //tile //convert to ratio float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end); //scale to source texture return (margin_begin + ofs) * tex_pixel_size; } else if (np_repeat == 2) { //tile fit //convert to ratio float src_area = draw_size - margin_begin - margin_end; float dst_area = tex_size - margin_begin - margin_end; float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); //convert to ratio float ratio = (pixel - margin_begin) / src_area; ratio = mod(ratio * scale, 1.0); return (margin_begin + ratio * dst_area) * tex_pixel_size; } } } #endif void main() { vec4 color = color_interp; vec2 uv = uv_interp; #ifndef USE_VERTEX_ARRAYS #ifdef USE_NINEPATCH int draw_center = 2; uv = vec2( map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags>>FLAGS_NINEPATCH_H_MODE_SHIFT)&0x3, draw_center), map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags>>FLAGS_NINEPATCH_V_MODE_SHIFT)&0x3, draw_center)); if (draw_center == 0) { color.a = 0.0; } uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed #endif if (bool(draw_data.flags&FLAGS_CLIP_RECT_UV)) { uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw)); } #endif #if !defined(COLOR_USED) //default behavior, texture by color color *= texture(sampler2D(color_texture,texture_sampler), uv); #endif vec3 normal; #if defined(NORMAL_USED) bool normal_used = true; #else bool normal_used = false; #endif #if 0 if (false /*normal_used || canvas_data.light_count > 0*/ ) { normal.xy = texture(sampler2D(normal_texture,texture_sampler ), uv).xy * 2.0 - 1.0; normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); normal_used = true; } else { #endif normal = vec3(0.0, 0.0, 1.0); #if 0 } #endif #if defined(SCREEN_UV_USED) vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif { float normal_depth = 1.0; #if defined(NORMALMAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); normal_used = true; #endif /* clang-format off */ FRAGMENT_SHADER_CODE /* clang-format on */ #if defined(NORMALMAP_USED) normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif } color *= draw_data.modulation; #if 0 if (canvas_data.light_count > 0 ) { //do lighting } #endif //color.rgb *= color.a; frag_color = color; }