154b9c1c91
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
424 lines
13 KiB
GLSL
424 lines
13 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_quad =
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mode_ninepatch = #define USE_NINEPATCH
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mode_primitive = #define USE_PRIMITIVE
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mode_attributes = #define USE_ATTRIBUTES
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mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
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#[specializations]
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DISABLE_LIGHTING = false
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#[vertex]
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#ifdef USE_ATTRIBUTES
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layout(location = 0) in vec2 vertex_attrib;
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layout(location = 3) in vec4 color_attrib;
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layout(location = 4) in vec2 uv_attrib;
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layout(location = 10) in uvec4 bone_attrib;
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layout(location = 11) in vec4 weight_attrib;
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#ifdef USE_INSTANCING
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layout(location = 1) in highp vec4 instance_xform0;
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layout(location = 2) in highp vec4 instance_xform1;
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layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D
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#endif
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#endif
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// This needs to be outside clang-format so the ubo comment is in the right place
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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{ //ubo:4
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#MATERIAL_UNIFORMS
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};
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#endif
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/* clang-format on */
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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uniform sampler2D transforms_texture; //texunit:-1
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out vec2 uv_interp;
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out vec4 color_interp;
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out vec2 vertex_interp;
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flat out int draw_data_instance;
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#ifdef USE_NINEPATCH
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out vec2 pixel_size_interp;
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#endif
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#GLOBALS
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void main() {
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vec4 instance_custom = vec4(0.0);
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#ifdef USE_PRIMITIVE
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draw_data_instance = gl_InstanceID;
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vec2 vertex;
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vec2 uv;
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vec4 color;
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if (gl_VertexID % 3 == 0) {
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vertex = draw_data[draw_data_instance].point_a;
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uv = draw_data[draw_data_instance].uv_a;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba));
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} else if (gl_VertexID % 3 == 1) {
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vertex = draw_data[draw_data_instance].point_b;
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uv = draw_data[draw_data_instance].uv_b;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba));
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} else {
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vertex = draw_data[draw_data_instance].point_c;
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uv = draw_data[draw_data_instance].uv_c;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba));
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}
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uvec4 bones = uvec4(0, 0, 0, 0);
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vec4 bone_weights = vec4(0.0);
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#elif defined(USE_ATTRIBUTES)
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draw_data_instance = gl_InstanceID;
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#ifdef USE_INSTANCING
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draw_data_instance = 0;
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#endif
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vec2 vertex = vertex_attrib;
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vec4 color = color_attrib * draw_data[draw_data_instance].modulation;
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vec2 uv = uv_attrib;
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uvec4 bones = bone_attrib;
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vec4 bone_weights = weight_attrib;
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#ifdef USE_INSTANCING
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vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
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color *= instance_color;
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instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
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#endif
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#else
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draw_data_instance = gl_VertexID / 6;
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vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
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vec4 color = draw_data[draw_data_instance].modulation;
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vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0)));
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uvec4 bones = uvec4(0, 0, 0, 0);
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#endif
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mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
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#ifdef USE_INSTANCING
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model_matrix = model_matrix * transpose(mat4(instance_xform0, instance_xform1, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
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#endif // USE_INSTANCING
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_PARTICLES)) {
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//scale by texture size
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vertex /= draw_data[draw_data_instance].color_texture_pixel_size;
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}
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#endif
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vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
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#ifdef USE_POINT_SIZE
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float point_size = 1.0;
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#endif
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{
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#CODE : VERTEX
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(draw_data[draw_data_instance].dst_rect.zw) * vertex_base;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
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#endif
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color_interp = color;
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if (use_pixel_snap) {
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vertex = floor(vertex + 0.5);
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// precision issue on some hardware creates artifacts within texture
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// offset uv by a small amount to avoid
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uv += 1e-5;
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}
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#ifdef USE_ATTRIBUTES
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#if 0
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
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//skeleton transform
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ivec4 bone_indicesi = ivec4(bone_indices);
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uvec2 tex_ofs = bone_indicesi.x * 2;
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mat2x4 m;
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m = mat2x4(
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texelFetch(skeleton_buffer, tex_ofs + 0),
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texelFetch(skeleton_buffer, tex_ofs + 1)) *
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bone_weights.x;
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tex_ofs = bone_indicesi.y * 2;
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m += mat2x4(
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texelFetch(skeleton_buffer, tex_ofs + 0),
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texelFetch(skeleton_buffer, tex_ofs + 1)) *
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bone_weights.y;
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tex_ofs = bone_indicesi.z * 2;
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m += mat2x4(
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texelFetch(skeleton_buffer, tex_ofs + 0),
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texelFetch(skeleton_buffer, tex_ofs + 1)) *
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bone_weights.z;
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tex_ofs = bone_indicesi.w * 2;
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m += mat2x4(
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texelFetch(skeleton_buffer, tex_ofs + 0),
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texelFetch(skeleton_buffer, tex_ofs + 1)) *
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bone_weights.w;
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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;
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//outvec = bone_matrix * outvec;
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}
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#endif
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#endif
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vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
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vertex_interp = vertex;
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uv_interp = uv;
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gl_Position = screen_transform * vec4(vertex, 0.0, 1.0);
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#ifdef USE_POINT_SIZE
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gl_PointSize = point_size;
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#endif
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}
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#[fragment]
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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//uniform sampler2D atlas_texture; //texunit:-2
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//uniform sampler2D shadow_atlas_texture; //texunit:-3
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uniform sampler2D screen_texture; //texunit:-4
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uniform sampler2D sdf_texture; //texunit:-5
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uniform sampler2D normal_texture; //texunit:-6
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uniform sampler2D specular_texture; //texunit:-7
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uniform sampler2D color_texture; //texunit:0
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in vec2 uv_interp;
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in vec4 color_interp;
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in vec2 vertex_interp;
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flat in int draw_data_instance;
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#ifdef USE_NINEPATCH
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in vec2 pixel_size_interp;
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#endif
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layout(location = 0) out vec4 frag_color;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{
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//ubo:4
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#MATERIAL_UNIFORMS
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};
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#endif
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#GLOBALS
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#ifdef USE_NINEPATCH
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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) {
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float tex_size = 1.0 / tex_pixel_size;
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if (pixel < margin_begin) {
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return pixel * tex_pixel_size;
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} else if (pixel >= draw_size - margin_end) {
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return (tex_size - (draw_size - pixel)) * tex_pixel_size;
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} else {
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if (!bool(draw_data[draw_data_instance].flags & FLAGS_NINEPACH_DRAW_CENTER)) {
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draw_center--;
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}
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// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
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if (np_repeat == 0) { // Stretch.
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// Convert to ratio.
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float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
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// Scale to source texture.
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return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
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} else if (np_repeat == 1) { // Tile.
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// Convert to offset.
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float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
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// Scale to source texture.
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return (margin_begin + ofs) * tex_pixel_size;
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} else if (np_repeat == 2) { // Tile Fit.
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// Calculate scale.
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float src_area = draw_size - margin_begin - margin_end;
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float dst_area = tex_size - margin_begin - margin_end;
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float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
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// Convert to ratio.
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float ratio = (pixel - margin_begin) / src_area;
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ratio = mod(ratio * scale, 1.0);
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// Scale to source texture.
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return (margin_begin + ratio * dst_area) * tex_pixel_size;
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} else { // Shouldn't happen, but silences compiler warning.
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return 0.0;
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}
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}
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}
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#endif
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float msdf_median(float r, float g, float b, float a) {
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return min(max(min(r, g), min(max(r, g), b)), a);
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}
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void main() {
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vec4 color = color_interp;
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vec2 uv = uv_interp;
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vec2 vertex = vertex_interp;
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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#ifdef USE_NINEPATCH
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int draw_center = 2;
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uv = vec2(
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map_ninepatch_axis(pixel_size_interp.x, abs(draw_data[draw_data_instance].dst_rect.z), draw_data[draw_data_instance].color_texture_pixel_size.x, draw_data[draw_data_instance].ninepatch_margins.x, draw_data[draw_data_instance].ninepatch_margins.z, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(draw_data[draw_data_instance].dst_rect.w), draw_data[draw_data_instance].color_texture_pixel_size.y, draw_data[draw_data_instance].ninepatch_margins.y, draw_data[draw_data_instance].ninepatch_margins.w, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
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if (draw_center == 0) {
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color.a = 0.0;
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}
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uv = uv * draw_data[draw_data_instance].src_rect.zw + draw_data[draw_data_instance].src_rect.xy; //apply region if needed
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#endif
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if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) {
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uv = clamp(uv, draw_data[draw_data_instance].src_rect.xy, draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw));
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}
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#endif
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#ifndef USE_PRIMITIVE
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) {
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float px_range = draw_data[draw_data_instance].ninepatch_margins.x;
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float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y;
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//float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z;
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//float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w;
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vec4 msdf_sample = texture(color_texture, uv);
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vec2 msdf_size = vec2(textureSize(color_texture, 0));
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vec2 dest_size = vec2(1.0) / fwidth(uv);
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float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
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float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
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if (outline_thickness > 0.0) {
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float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range;
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float a = clamp((d + cr) * px_size, 0.0, 1.0);
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color.a = a * color.a;
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} else {
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float a = clamp(d * px_size + 0.5, 0.0, 1.0);
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color.a = a * color.a;
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}
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} else if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_LCD)) {
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vec4 lcd_sample = texture(color_texture, uv);
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if (lcd_sample.a == 1.0) {
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color.rgb = lcd_sample.rgb * color.a;
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} else {
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color = vec4(0.0, 0.0, 0.0, 0.0);
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}
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} else {
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#else
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{
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#endif
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color *= texture(color_texture, uv);
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}
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bool using_light = false;
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vec3 normal;
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#if defined(NORMAL_USED)
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bool normal_used = true;
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#else
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bool normal_used = false;
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#endif
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if (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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normal_used = true;
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} else {
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normal = vec3(0.0, 0.0, 1.0);
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}
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vec4 specular_shininess;
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#if defined(SPECULAR_SHININESS_USED)
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bool specular_shininess_used = true;
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#else
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bool specular_shininess_used = false;
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#endif
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if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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specular_shininess = texture(specular_texture, uv);
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specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess);
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specular_shininess_used = true;
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} else {
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specular_shininess = vec4(1.0);
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}
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
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#else
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vec2 screen_uv = vec2(0.0);
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#endif
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vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
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vec3 light_vertex = vec3(vertex, 0.0);
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vec2 shadow_vertex = vertex;
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{
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float normal_map_depth = 1.0;
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#if defined(NORMAL_MAP_USED)
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vec3 normal_map = vec3(0.0, 0.0, 1.0);
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normal_used = true;
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#endif
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#CODE : FRAGMENT
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#if defined(NORMAL_MAP_USED)
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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_map_depth);
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#endif
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}
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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#else
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color *= canvas_modulation;
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#endif
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frag_color = color;
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}
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