virtualx-engine/drivers/gles3/shaders/canvas.glsl
Fabio Alessandrelli 9b9a723c77 Some fixes for shaders and WebGL2
Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
2017-08-11 23:26:24 +02:00

638 lines
13 KiB
GLSL

[vertex]
layout(location=0) in highp vec2 vertex;
layout(location=3) in vec4 color_attrib;
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
#else
#ifdef USE_INSTANCING
layout(location=8) in highp vec4 instance_xform0;
layout(location=9) in highp vec4 instance_xform1;
layout(location=10) in highp vec4 instance_xform2;
layout(location=11) in lowp vec4 instance_color;
#ifdef USE_INSTANCE_CUSTOM
layout(location=12) in highp vec4 instance_custom_data;
#endif
#endif
layout(location=4) in highp vec2 uv_attrib;
//skeletn
#endif
uniform highp vec2 color_texpixel_size;
layout(std140) uniform CanvasItemData { //ubo:0
highp mat4 projection_matrix;
highp float time;
};
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
out mediump vec2 uv_interp;
out mediump vec4 color_interp;
#ifdef USE_NINEPATCH
out highp vec2 pixel_size_interp;
#endif
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
//light matrices
highp mat4 light_matrix;
highp mat4 light_local_matrix;
highp mat4 shadow_matrix;
highp vec4 light_color;
highp vec4 light_shadow_color;
highp vec2 light_pos;
highp float shadowpixel_size;
highp float shadow_gradient;
highp float light_height;
highp float light_outside_alpha;
highp float shadow_distance_mult;
};
out vec4 light_uv_interp;
out vec4 local_rot;
#ifdef USE_SHADOWS
out highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
#ifdef USE_PARTICLES
uniform int h_frames;
uniform int v_frames;
#endif
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:2
MATERIAL_UNIFORMS
};
#endif
VERTEX_SHADER_GLOBALS
void main() {
vec4 vertex_color = color_attrib;
#ifdef USE_INSTANCING
mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
vertex_color*=instance_color;
#else
mat4 extra_matrix2 = extra_matrix;
#endif
#ifdef USE_TEXTURE_RECT
uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
highp vec4 outvec = vec4(dst_rect.xy + dst_rect.zw * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0);
#else
uv_interp = uv_attrib;
highp vec4 outvec = vec4(vertex,0.0,1.0);
#endif
#ifdef USE_PARTICLES
//scale by texture size
outvec.xy/=color_texpixel_size;
//compute h and v frames and adjust UV interp for animation
int total_frames = h_frames * v_frames;
int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1);
float frame_w = 1.0/float(h_frames);
float frame_h = 1.0/float(v_frames);
uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / v_frames);
#endif
#define extra_matrix extra_matrix2
{
vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
#ifdef USE_NINEPATCH
pixel_size_interp=abs(dst_rect.zw) * vertex;
#endif
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#undef extra_matrix
color_interp = vertex_color;
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec+0.5);
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
light_uv_interp.xy = (light_matrix * outvec).xy;
light_uv_interp.zw =(light_local_matrix * outvec).xy;
#ifdef USE_SHADOWS
pos=outvec.xy;
#endif
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy );
#ifdef USE_TEXTURE_RECT
local_rot.xy*=sign(src_rect.z);
local_rot.zw*=sign(src_rect.w);
#endif
#endif
}
[fragment]
uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
in mediump vec2 uv_interp;
in mediump vec4 color_interp;
#if defined(SCREEN_TEXTURE_USED)
uniform sampler2D screen_texture; // texunit:-3
#endif
#if defined(SCREEN_UV_USED)
uniform vec2 screen_pixel_size;
#endif
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
highp float time;
};
#ifdef USE_LIGHTING
layout(std140) uniform LightData {
highp mat4 light_matrix;
highp mat4 light_local_matrix;
highp mat4 shadow_matrix;
highp vec4 light_color;
highp vec4 light_shadow_color;
highp vec2 light_pos;
highp float shadowpixel_size;
highp float shadow_gradient;
highp float light_height;
highp float light_outside_alpha;
highp float shadow_distance_mult;
};
uniform lowp sampler2D light_texture; // texunit:-1
in vec4 light_uv_interp;
in vec4 local_rot;
#ifdef USE_SHADOWS
uniform highp sampler2D shadow_texture; // texunit:-2
in highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;
layout(location=0) out mediump vec4 frag_color;
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
#endif
FRAGMENT_SHADER_GLOBALS
void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
#if defined(USE_LIGHT_SHADER_CODE)
LIGHT_SHADER_CODE
#endif
}
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
uniform bool clip_rect_uv;
#ifdef USE_NINEPATCH
in highp vec2 pixel_size_interp;
uniform int np_repeat_v;
uniform int np_repeat_h;
uniform bool np_draw_center;
//left top right bottom in pixel coordinates
uniform vec4 np_margins;
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 (!np_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
#endif
uniform bool use_default_normal;
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_TEXTURE_RECT
#ifdef USE_NINEPATCH
int draw_center=2;
uv = vec2(
map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center),
map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center)
);
if (draw_center==0) {
color.a=0.0;
}
uv = uv*src_rect.zw+src_rect.xy; //apply region if needed
#endif
if (clip_rect_uv) {
vec2 half_texpixel = color_texpixel_size * 0.5;
uv = clamp(uv,src_rect.xy+half_texpixel,src_rect.xy+abs(src_rect.zw)-color_texpixel_size);
}
#endif
#if !defined(COLOR_USED)
//default behavior, texture by color
#ifdef USE_DISTANCE_FIELD
const float smoothing = 1.0/32.0;
float distance = textureLod(color_texture, uv,0.0).a;
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
#else
color *= texture( color_texture, uv );
#endif
#endif
vec3 normal;
#if defined(NORMAL_USED)
bool normal_used = true;
#else
bool normal_used = false;
#endif
if (use_default_normal) {
normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
normal_used=true;
} else {
normal = vec3(0.0,0.0,1.0);
}
#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);
#endif
FRAGMENT_SHADER_CODE
#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
}
#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
color*=final_modulate;
#ifdef USE_LIGHTING
vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
if (normal_used) {
normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
}
float att=1.0;
vec2 light_uv = light_uv_interp.xy;
vec4 light = texture(light_texture,light_uv) * light_color;
#if defined(SHADOW_COLOR_USED)
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
#endif
if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
color.a*=light_outside_alpha; //invisible
} else {
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color);
#else
if (normal_used) {
vec3 light_normal = normalize(vec3(light_vec,-light_height));
light*=max(dot(-light_normal,normal),0.0);
}
color*=light;
/*
#ifdef USE_NORMAL
color.xy=local_rot.xy;//normal.xy;
color.zw=vec2(0.0,1.0);
#endif
*/
//light shader code
#endif
#ifdef USE_SHADOWS
float angle_to_light = -atan(light_vec.x,light_vec.y);
float PI = 3.14159265358979323846264;
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
float ang*/
float su,sz;
float abs_angle = abs(angle_to_light);
vec2 point;
float sh;
if (abs_angle<45.0*PI/180.0) {
point = light_vec;
sh=0.0+(1.0/8.0);
} else if (abs_angle>135.0*PI/180.0) {
point = -light_vec;
sh = 0.5+(1.0/8.0);
} else if (angle_to_light>0.0) {
point = vec2(light_vec.y,-light_vec.x);
sh = 0.25+(1.0/8.0);
} else {
point = vec2(-light_vec.y,light_vec.x);
sh = 0.75+(1.0/8.0);
}
highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
s.xyz/=s.w;
su=s.x*0.5+0.5;
sz=s.z*0.5+0.5;
//sz=lightlength(light_vec);
highp float shadow_attenuation=0.0;
#ifdef USE_RGBA_SHADOWS
#define SHADOW_DEPTH(m_tex,m_uv) dot(texture((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
#else
#define SHADOW_DEPTH(m_tex,m_uv) (texture((m_tex),(m_uv)).r)
#endif
#ifdef SHADOW_USE_GRADIENT
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); }
#else
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); }
#endif
#ifdef SHADOW_FILTER_NEAREST
SHADOW_TEST(su);
#endif
#ifdef SHADOW_FILTER_PCF3
SHADOW_TEST(su+shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su-shadowpixel_size);
shadow_attenuation/=3.0;
#endif
#ifdef SHADOW_FILTER_PCF5
SHADOW_TEST(su+shadowpixel_size*3.0);
SHADOW_TEST(su+shadowpixel_size*2.0);
SHADOW_TEST(su+shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su-shadowpixel_size);
SHADOW_TEST(su-shadowpixel_size*2.0);
SHADOW_TEST(su-shadowpixel_size*3.0);
shadow_attenuation/=5.0;
#endif
#ifdef SHADOW_FILTER_PCF9
SHADOW_TEST(su+shadowpixel_size*4.0);
SHADOW_TEST(su+shadowpixel_size*3.0);
SHADOW_TEST(su+shadowpixel_size*2.0);
SHADOW_TEST(su+shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su-shadowpixel_size);
SHADOW_TEST(su-shadowpixel_size*2.0);
SHADOW_TEST(su-shadowpixel_size*3.0);
SHADOW_TEST(su-shadowpixel_size*4.0);
shadow_attenuation/=9.0;
#endif
#ifdef SHADOW_FILTER_PCF13
SHADOW_TEST(su+shadowpixel_size*6.0);
SHADOW_TEST(su+shadowpixel_size*5.0);
SHADOW_TEST(su+shadowpixel_size*4.0);
SHADOW_TEST(su+shadowpixel_size*3.0);
SHADOW_TEST(su+shadowpixel_size*2.0);
SHADOW_TEST(su+shadowpixel_size);
SHADOW_TEST(su);
SHADOW_TEST(su-shadowpixel_size);
SHADOW_TEST(su-shadowpixel_size*2.0);
SHADOW_TEST(su-shadowpixel_size*3.0);
SHADOW_TEST(su-shadowpixel_size*4.0);
SHADOW_TEST(su-shadowpixel_size*5.0);
SHADOW_TEST(su-shadowpixel_size*6.0);
shadow_attenuation/=13.0;
#endif
#if defined(SHADOW_COLOR_USED)
color=mix(shadow_color,color,shadow_attenuation);
#else
//color*=shadow_attenuation;
color=mix(light_shadow_color,color,shadow_attenuation);
#endif
//use shadows
#endif
}
//use lighting
#endif
//color.rgb*=color.a;
frag_color = color;
}