a1f715a4da
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
62 lines
1 KiB
GLSL
62 lines
1 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 light_matrix;
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uniform highp mat4 world_matrix;
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attribute highp vec3 vertex; // attrib:0
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#ifndef USE_DEPTH_SHADOWS
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varying vec4 position_interp;
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#endif
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void main() {
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gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
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#ifndef USE_DEPTH_SHADOWS
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position_interp = gl_Position;
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#endif
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#ifndef USE_DEPTH_SHADOWS
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varying vec4 position_interp;
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#endif
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void main() {
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#ifdef USE_DEPTH_SHADOWS
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#else
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
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highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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gl_FragColor = comp;
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#endif
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}
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