84d734da0e
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
43 lines
855 B
GLSL
43 lines
855 B
GLSL
#[vertex]
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#version 450
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layout(location = 0) in highp vec3 vertex;
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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float z_far;
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float pad;
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}
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constants;
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layout(location = 0) out highp float depth;
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void main() {
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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depth = dot(constants.direction, vtx.xy);
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gl_Position = constants.projection * vtx;
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}
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#[fragment]
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#version 450
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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float z_far;
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float pad;
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}
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constants;
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layout(location = 0) in highp float depth;
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layout(location = 0) out highp float distance_buf;
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void main() {
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distance_buf = depth / constants.z_far;
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}
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