virtualx-engine/drivers/gles2/shaders/canvas.glsl
2015-02-18 19:40:02 -03:00

249 lines
4.3 KiB
GLSL

[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec3 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute highp vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
uniform vec2 light_pos;
varying vec4 light_uv_interp;
#if defined(NORMAL_USED)
varying vec4 local_rot;
uniform vec2 normal_flip;
#endif
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
//uniform bool snap_pixels;
VERTEX_SHADER_GLOBALS
void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
highp vec4 outvec = vec4(vertex, 1.0);
{
vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
#if !defined(USE_WORLD_VEC)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec.xy+0.5);
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
light_uv_interp.xy = (light_matrix * outvec).xy;
light_uv_interp.zw = outvec.xy-light_pos;
#if defined(NORMAL_USED)
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
#endif
#endif
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
// texunit:0
uniform sampler2D texture;
varying vec2 uv_interp;
varying vec4 color_interp;
#ifdef MOMO
#endif
#if defined(ENABLE_SCREEN_UV)
uniform vec2 screen_uv_mult;
#endif
#if defined(ENABLE_TEXSCREEN)
uniform vec2 texscreen_screen_mult;
uniform vec4 texscreen_screen_clamp;
uniform sampler2D texscreen_tex;
#endif
#if defined(ENABLE_VAR1_INTERP)
varying vec4 var1_interp;
#endif
#if defined(ENABLE_VAR2_INTERP)
varying vec4 var2_interp;
#endif
#if defined(USE_TIME)
uniform float time;
#endif
#ifdef USE_MODULATE
uniform vec4 modulate;
#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
uniform vec4 light_color;
uniform float light_height;
varying vec4 light_uv_interp;
#if defined(NORMAL_USED)
varying vec4 local_rot;
#endif
#ifdef USE_SHADOWS
uniform sampler2D shadow_texture;
uniform float shadow_attenuation;
#endif
#endif
#if defined(USE_TEXPIXEL_SIZE)
uniform vec2 texpixel_size;
#endif
FRAGMENT_SHADER_GLOBALS
void main() {
vec4 color = color_interp;
#if defined(NORMAL_USED)
vec3 normal = vec3(0,0,1);
#endif
#ifdef USE_MODULATE
color*=modulate;
#endif
color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
{
FRAGMENT_SHADER_CODE
}
#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
#ifdef USE_LIGHTING
#if defined(NORMAL_USED)
normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
#endif
float att=1.0;
vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
#ifdef USE_SHADOWS
//this might not be that great on mobile?
float light_dist = length(light_texture.zw);
float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
if (light_dist>shadow_dist) {
light*=shadow_attenuation;
}
//use shadows
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
vec2 light_dir = normalize(light_uv_interp.zw);
float light_distance = length(light_uv_interp.zw);
LIGHT_SHADER_CODE
}
#else
#if defined(NORMAL_USED)
vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
light*=max(dot(-light_normal,normal),0);
#endif
color*=light;
/*
#ifdef USE_NORMAL
color.xy=local_rot.xy;//normal.xy;
color.zw=vec2(0.0,1.0);
#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=0.0; //invisible
}
//light shader code
#endif
//use lighting
#endif
// color.rgb*=color.a;
gl_FragColor = color;
}