375 lines
9.2 KiB
GLSL
375 lines
9.2 KiB
GLSL
/* clang-format off */
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[vertex]
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/* clang-format on */
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#version 450
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/* clang-format off */
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VERSION_DEFINES
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/* clang-format on */
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#ifdef USE_VERTEX_ARRAYS
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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 = 6) in uvec4 bone_indices_attrib;
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layout(location = 7) in vec4 bone_weights_attrib;
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#endif
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#include "canvas_uniforms_inc.glsl"
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layout(location=0) out vec2 uv_interp;
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layout(location=1) out vec4 color_interp;
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#ifdef USE_NINEPATCH
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layout(location=3) out vec2 pixel_size_interp;
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#endif
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/* clang-format off */
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MATERIAL_UNIFORMS
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/* clang-format on */
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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/* clang-format on */
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void main() {
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vec4 instance_custom = vec4(0.0);
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#ifdef USE_VERTEX_ARRAYS
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vec2 vertex = vertex_attrib;
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vec4 color = color_attrib;
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vec2 uv = uv_attrib;
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uvec4 bone_indices = bone_indices_attrib;
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vec4 bone_weights = bone_weights_attrib;
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#else
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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));
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vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
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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);
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vec4 color = vec4(1.0);
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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)));
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uvec4 bone_indices = uvec4(0,0,0,0);
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vec4 bone_weights = vec4(0,0,0,0);
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#endif
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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)));
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#if 0
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if (draw_data.flags&FLAGS_INSTANCING_ENABLED) {
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uint offset = draw_data.flags&FLAGS_INSTANCING_STRIDE_MASK;
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offset *= gl_InstanceIndex;
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mat4 instance_xform = mat4(
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vec4( texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),0.0,texelFetch(instancing_buffer,offset+3) ),
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vec4( texelFetch(instancing_buffer,offset+4),texelFetch(instancing_buffer,offset+5),0.0,texelFetch(instancing_buffer,offset+7) ),
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vec4( 0.0,0.0,1.0,0.0),
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vec4( 0.0,0.0,0.0,1.0 ) );
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offset+=8;
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if ( draw_data.flags&FLAGS_INSTANCING_HAS_COLORS ) {
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vec4 instance_color;
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if (draw_data.flags&FLAGS_INSTANCING_COLOR_8_BIT ) {
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uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
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instance_color = unpackUnorm4x8(bits);
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offset+=1;
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} else {
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instance_color = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
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offser+=4;
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}
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color*=instance_color;
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}
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if ( draw_data.flags&FLAGS_INSTANCING_HAS_CUSTOM_DATA ) {
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if (draw_data.flags&FLAGS_INSTANCING_CUSTOM_DATA_8_BIT ) {
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uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
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instance_custom = unpackUnorm4x8(bits);
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} else {
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instance_custom = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
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}
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}
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}
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#endif
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if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) {
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//scale by texture size
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vertex /= draw_data.color_texture_pixel_size;
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}
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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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/* clang-format off */
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VERTEX_SHADER_CODE
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/* clang-format on */
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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vertex = (world_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 (bool(draw_data.flags&FLAGS_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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#if 0
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if (bool(draw_data.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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uv_interp = uv;
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#if !defined(SKIP_TRANSFORM_USED)
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gl_Position = (canvas_data.screen_transform * canvas_data.canvas_transform) * vec4(vertex,0.0,1.0);
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#else
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gl_Position = vec4(vertex,0.0,1.0);
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#endif
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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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/* clang-format off */
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[fragment]
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#version 450
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/* clang-format off */
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VERSION_DEFINES
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/* clang-format on */
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#include "canvas_uniforms_inc.glsl"
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layout(location=0) in vec2 uv_interp;
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layout(location=1) in vec4 color_interp;
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#ifdef USE_NINEPATCH
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layout(location=3) 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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/* clang-format off */
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MATERIAL_UNIFORMS
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/* clang-format on */
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/* clang-format off */
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FRAGMENT_SHADER_GLOBALS
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/* clang-format on */
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void light_compute(
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inout vec4 light,
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inout vec2 light_vec,
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inout float light_height,
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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vec3 normal,
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vec2 uv,
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vec2 screen_uv,
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vec4 color) {
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/* clang-format off */
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LIGHT_SHADER_CODE
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/* clang-format on */
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}
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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.flags&FLAGS_NINEPACH_DRAW_CENTER)) {
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draw_center--;
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}
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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 ratio
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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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//convert to ratio
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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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return (margin_begin + ratio * dst_area) * tex_pixel_size;
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}
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}
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}
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#endif
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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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#ifndef USE_VERTEX_ARRAYS
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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.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),
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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));
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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.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
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#endif
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if (bool(draw_data.flags&FLAGS_CLIP_RECT_UV)) {
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uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
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}
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#endif
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#if !defined(COLOR_USED)
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//default behavior, texture by color
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color *= texture(sampler2D(color_texture,texture_sampler), uv);
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#endif
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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 0
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if (false /*normal_used || canvas_data.light_count > 0*/ ) {
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normal.xy = texture(sampler2D(normal_texture,texture_sampler ), uv).xy * 2.0 - 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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#endif
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normal = vec3(0.0, 0.0, 1.0);
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#if 0
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}
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#endif
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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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#endif
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{
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float normal_depth = 1.0;
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#if defined(NORMALMAP_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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/* clang-format off */
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FRAGMENT_SHADER_CODE
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/* clang-format on */
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#if defined(NORMALMAP_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_depth);
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#endif
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}
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color *= draw_data.modulation;
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#if 0
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if (canvas_data.light_count > 0 ) {
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//do lighting
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}
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#endif
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//color.rgb *= color.a;
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frag_color = color;
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}
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