f33ffd9ab4
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
688 lines
22 KiB
GLSL
688 lines
22 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_quad =
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mode_ninepatch = #define USE_NINEPATCH
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mode_primitive = #define USE_PRIMITIVE
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mode_attributes = #define USE_ATTRIBUTES
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mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
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#[specializations]
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DISABLE_LIGHTING = false
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USE_RGBA_SHADOWS = false
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#[vertex]
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#ifdef USE_ATTRIBUTES
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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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#ifdef USE_INSTANCING
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layout(location = 1) in highp vec4 instance_xform0;
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layout(location = 2) in highp vec4 instance_xform1;
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layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D
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#endif
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#endif
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// This needs to be outside clang-format so the ubo comment is in the right place
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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{ //ubo:4
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#MATERIAL_UNIFORMS
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};
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#endif
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/* clang-format on */
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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uniform sampler2D transforms_texture; //texunit:-1
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out vec2 uv_interp;
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out vec4 color_interp;
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out vec2 vertex_interp;
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flat out int draw_data_instance;
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#ifdef USE_NINEPATCH
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out vec2 pixel_size_interp;
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#endif
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#GLOBALS
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void main() {
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vec4 instance_custom = vec4(0.0);
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#ifdef USE_PRIMITIVE
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draw_data_instance = gl_InstanceID;
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vec2 vertex;
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vec2 uv;
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vec4 color;
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if (gl_VertexID % 3 == 0) {
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vertex = draw_data[draw_data_instance].point_a;
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uv = draw_data[draw_data_instance].uv_a;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba));
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} else if (gl_VertexID % 3 == 1) {
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vertex = draw_data[draw_data_instance].point_b;
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uv = draw_data[draw_data_instance].uv_b;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba));
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} else {
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vertex = draw_data[draw_data_instance].point_c;
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uv = draw_data[draw_data_instance].uv_c;
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color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba));
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}
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#elif defined(USE_ATTRIBUTES)
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draw_data_instance = gl_InstanceID;
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#ifdef USE_INSTANCING
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draw_data_instance = 0;
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#endif
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vec2 vertex = vertex_attrib;
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vec4 color = color_attrib * draw_data[draw_data_instance].modulation;
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vec2 uv = uv_attrib;
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#ifdef USE_INSTANCING
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vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
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color *= instance_color;
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instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
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#endif
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#else
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draw_data_instance = gl_VertexID / 6;
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vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
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vec4 color = draw_data[draw_data_instance].modulation;
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vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0)));
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#endif
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mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
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#ifdef USE_INSTANCING
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model_matrix = model_matrix * transpose(mat4(instance_xform0, instance_xform1, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
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#endif // USE_INSTANCING
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_PARTICLES)) {
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//scale by texture size
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vertex /= draw_data[draw_data_instance].color_texture_pixel_size;
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}
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#endif
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vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
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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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#CODE : VERTEX
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(draw_data[draw_data_instance].dst_rect.zw) * vertex_base;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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vertex = (model_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 (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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vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
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vertex_interp = vertex;
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uv_interp = uv;
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gl_Position = screen_transform * vec4(vertex, 0.0, 1.0);
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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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#[fragment]
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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#ifndef DISABLE_LIGHTING
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uniform sampler2D atlas_texture; //texunit:-2
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uniform sampler2D shadow_atlas_texture; //texunit:-3
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#endif // DISABLE_LIGHTING
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uniform sampler2D screen_texture; //texunit:-4
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uniform sampler2D sdf_texture; //texunit:-5
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uniform sampler2D normal_texture; //texunit:-6
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uniform sampler2D specular_texture; //texunit:-7
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uniform sampler2D color_texture; //texunit:0
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in vec2 uv_interp;
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in vec4 color_interp;
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in vec2 vertex_interp;
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flat in int draw_data_instance;
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#ifdef USE_NINEPATCH
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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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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{
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//ubo:4
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#MATERIAL_UNIFORMS
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};
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#endif
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#GLOBALS
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float vec4_to_float(vec4 p_vec) {
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return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
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}
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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return screen_to_sdf * p_uv;
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}
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float texture_sdf(vec2 p_sdf) {
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vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
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float d = vec4_to_float(texture(sdf_texture, uv));
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d *= SDF_MAX_LENGTH;
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return d * tex_to_sdf;
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}
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vec2 texture_sdf_normal(vec2 p_sdf) {
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vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
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const float EPSILON = 0.001;
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return normalize(vec2(
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vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
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vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
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}
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vec2 sdf_to_screen_uv(vec2 p_sdf) {
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return p_sdf * sdf_to_screen;
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}
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#ifndef DISABLE_LIGHTING
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#ifdef LIGHT_CODE_USED
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vec4 light_compute(
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vec3 light_vertex,
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vec3 light_position,
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vec3 normal,
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vec4 light_color,
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float light_energy,
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vec4 specular_shininess,
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inout vec4 shadow_modulate,
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vec2 screen_uv,
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vec2 uv,
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vec4 color, bool is_directional) {
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vec4 light = vec4(0.0);
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vec3 light_direction = vec3(0.0);
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if (is_directional) {
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light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
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light_position = vec3(0.0);
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} else {
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light_direction = normalize(light_position - light_vertex);
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}
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#CODE : LIGHT
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return light;
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}
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#endif
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vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
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float cNdotL = max(0.0, dot(normal, light_vec));
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if (specular_shininess_used) {
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//blinn
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vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
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vec3 half_vec = normalize(view + light_vec);
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float cNdotV = max(dot(normal, view), 0.0);
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float cNdotH = max(dot(normal, half_vec), 0.0);
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float cVdotH = max(dot(view, half_vec), 0.0);
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float cLdotH = max(dot(light_vec, half_vec), 0.0);
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float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
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} else {
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return light_color * base_color * cNdotL;
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}
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}
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#ifdef USE_RGBA_SHADOWS
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#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
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#else
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#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
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#endif
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#define SHADOW_TEST(m_uv) \
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{ \
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highp float sd = SHADOW_DEPTH(m_uv); \
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shadow += step(sd, shadow_uv.z / shadow_uv.w); \
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}
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//float distance = length(shadow_pos);
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vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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#ifdef LIGHT_CODE_USED
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,
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vec3 shadow_modulate
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#endif
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) {
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float shadow = 0.0;
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uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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SHADOW_TEST(shadow_uv.xy);
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
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SHADOW_TEST(shadow_uv.xy);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
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shadow /= 5.0;
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} else { //PCF13
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vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
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SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
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SHADOW_TEST(shadow_uv.xy);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
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SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
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shadow /= 13.0;
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}
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vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color);
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#ifdef LIGHT_CODE_USED
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shadow_color.rgb *= shadow_modulate;
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#endif
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shadow_color.a *= light_color.a; //respect light alpha
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return mix(light_color, shadow_color, shadow);
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}
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void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
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uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
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switch (blend_mode) {
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case LIGHT_FLAGS_BLEND_MODE_ADD: {
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color.rgb += light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_SUB: {
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color.rgb -= light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MIX: {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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}
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}
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#endif
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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[draw_data_instance].flags & FLAGS_NINEPACH_DRAW_CENTER)) {
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draw_center--;
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}
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// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
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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 offset.
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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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// Calculate scale.
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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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// Scale to source texture.
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return (margin_begin + ratio * dst_area) * tex_pixel_size;
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} else { // Shouldn't happen, but silences compiler warning.
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return 0.0;
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}
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}
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}
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#endif
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float msdf_median(float r, float g, float b, float a) {
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return min(max(min(r, g), min(max(r, g), b)), a);
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}
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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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vec2 vertex = vertex_interp;
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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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[draw_data_instance].dst_rect.z), draw_data[draw_data_instance].color_texture_pixel_size.x, draw_data[draw_data_instance].ninepatch_margins.x, draw_data[draw_data_instance].ninepatch_margins.z, int(draw_data[draw_data_instance].flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(draw_data[draw_data_instance].dst_rect.w), draw_data[draw_data_instance].color_texture_pixel_size.y, draw_data[draw_data_instance].ninepatch_margins.y, draw_data[draw_data_instance].ninepatch_margins.w, int(draw_data[draw_data_instance].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[draw_data_instance].src_rect.zw + draw_data[draw_data_instance].src_rect.xy; //apply region if needed
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|
|
#endif
|
|
if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) {
|
|
uv = clamp(uv, draw_data[draw_data_instance].src_rect.xy, draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw));
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef USE_PRIMITIVE
|
|
if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) {
|
|
float px_range = draw_data[draw_data_instance].ninepatch_margins.x;
|
|
float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y;
|
|
//float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z;
|
|
//float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w;
|
|
|
|
vec4 msdf_sample = texture(color_texture, uv);
|
|
vec2 msdf_size = vec2(textureSize(color_texture, 0));
|
|
vec2 dest_size = vec2(1.0) / fwidth(uv);
|
|
float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
|
|
float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
|
|
|
|
if (outline_thickness > 0.0) {
|
|
float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range;
|
|
float a = clamp((d + cr) * px_size, 0.0, 1.0);
|
|
color.a = a * color.a;
|
|
} else {
|
|
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
|
|
color.a = a * color.a;
|
|
}
|
|
} else if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_LCD)) {
|
|
vec4 lcd_sample = texture(color_texture, uv);
|
|
if (lcd_sample.a == 1.0) {
|
|
color.rgb = lcd_sample.rgb * color.a;
|
|
} else {
|
|
color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
} else {
|
|
#else
|
|
{
|
|
#endif
|
|
color *= texture(color_texture, uv);
|
|
}
|
|
|
|
uint light_count = (draw_data[draw_data_instance].flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
|
|
bool using_light = light_count > 0u || directional_light_count > 0u;
|
|
|
|
vec3 normal;
|
|
|
|
#if defined(NORMAL_USED)
|
|
bool normal_used = true;
|
|
#else
|
|
bool normal_used = false;
|
|
#endif
|
|
|
|
if (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
|
|
normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
|
|
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
|
normal_used = true;
|
|
} else {
|
|
normal = vec3(0.0, 0.0, 1.0);
|
|
}
|
|
|
|
vec4 specular_shininess;
|
|
|
|
#if defined(SPECULAR_SHININESS_USED)
|
|
|
|
bool specular_shininess_used = true;
|
|
#else
|
|
bool specular_shininess_used = false;
|
|
#endif
|
|
|
|
if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
|
|
specular_shininess = texture(specular_texture, uv);
|
|
specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess);
|
|
specular_shininess_used = true;
|
|
} else {
|
|
specular_shininess = vec4(1.0);
|
|
}
|
|
|
|
#if defined(SCREEN_UV_USED)
|
|
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
|
|
#else
|
|
vec2 screen_uv = vec2(0.0);
|
|
#endif
|
|
|
|
vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
|
|
|
|
vec3 light_vertex = vec3(vertex, 0.0);
|
|
vec2 shadow_vertex = vertex;
|
|
|
|
{
|
|
float normal_map_depth = 1.0;
|
|
|
|
#if defined(NORMAL_MAP_USED)
|
|
vec3 normal_map = vec3(0.0, 0.0, 1.0);
|
|
normal_used = true;
|
|
#endif
|
|
|
|
#CODE : FRAGMENT
|
|
|
|
#if defined(NORMAL_MAP_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_map_depth);
|
|
#endif
|
|
}
|
|
|
|
if (normal_used) {
|
|
//convert by item transform
|
|
normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
|
|
//convert by canvas transform
|
|
normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
|
|
}
|
|
|
|
vec4 base_color = color;
|
|
|
|
#ifdef MODE_LIGHT_ONLY
|
|
color = vec4(0.0);
|
|
#else
|
|
color *= canvas_modulation;
|
|
#endif
|
|
|
|
#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
|
|
|
|
// Directional Lights
|
|
|
|
for (uint i = 0u; i < directional_light_count; i++) {
|
|
uint light_base = i;
|
|
|
|
vec2 direction = light_array[light_base].position;
|
|
vec4 light_color = light_array[light_base].color;
|
|
|
|
#ifdef LIGHT_CODE_USED
|
|
|
|
vec4 shadow_modulate = vec4(1.0);
|
|
light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
|
|
#else
|
|
|
|
if (normal_used) {
|
|
vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height));
|
|
light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
|
|
} else {
|
|
light_color.rgb *= base_color.rgb;
|
|
}
|
|
#endif
|
|
|
|
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
|
|
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
|
|
|
vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
|
|
|
|
light_color = light_shadow_compute(light_base, light_color, shadow_uv
|
|
#ifdef LIGHT_CODE_USED
|
|
,
|
|
shadow_modulate.rgb
|
|
#endif
|
|
);
|
|
}
|
|
|
|
light_blend_compute(light_base, light_color, color.rgb);
|
|
}
|
|
|
|
// Positional Lights
|
|
|
|
for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) {
|
|
if (i >= light_count) {
|
|
break;
|
|
}
|
|
uint light_base;
|
|
if (i < 8u) {
|
|
if (i < 4u) {
|
|
light_base = draw_data[draw_data_instance].lights[0];
|
|
} else {
|
|
light_base = draw_data[draw_data_instance].lights[1];
|
|
}
|
|
} else {
|
|
if (i < 12u) {
|
|
light_base = draw_data[draw_data_instance].lights[2];
|
|
} else {
|
|
light_base = draw_data[draw_data_instance].lights[3];
|
|
}
|
|
}
|
|
light_base >>= (i & 3u) * 8u;
|
|
light_base &= uint(0xFF);
|
|
|
|
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
|
vec2 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy;
|
|
vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
|
|
vec4 light_base_color = light_array[light_base].color;
|
|
|
|
#ifdef LIGHT_CODE_USED
|
|
|
|
vec4 shadow_modulate = vec4(1.0);
|
|
vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height);
|
|
|
|
light_color.rgb *= light_base_color.rgb;
|
|
light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
|
|
#else
|
|
|
|
light_color.rgb *= light_base_color.rgb * light_base_color.a;
|
|
|
|
if (normal_used) {
|
|
vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height);
|
|
vec3 pos = light_vertex;
|
|
vec3 light_vec = normalize(light_pos - pos);
|
|
|
|
light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
|
|
} else {
|
|
light_color.rgb *= base_color.rgb;
|
|
}
|
|
#endif
|
|
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
|
|
//if outside the light texture, light color is zero
|
|
light_color.a = 0.0;
|
|
}
|
|
|
|
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
|
|
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
|
|
|
vec2 pos_norm = normalize(shadow_pos);
|
|
vec2 pos_abs = abs(pos_norm);
|
|
vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
|
|
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
|
|
float tex_ofs;
|
|
float dist;
|
|
if (pos_rot.y > 0.0) {
|
|
if (pos_rot.x > 0.0) {
|
|
tex_ofs = pos_box.y * 0.125 + 0.125;
|
|
dist = shadow_pos.x;
|
|
} else {
|
|
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
|
|
dist = shadow_pos.y;
|
|
}
|
|
} else {
|
|
if (pos_rot.x < 0.0) {
|
|
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
|
|
dist = -shadow_pos.x;
|
|
} else {
|
|
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
|
|
dist = -shadow_pos.y;
|
|
}
|
|
}
|
|
|
|
dist *= light_array[light_base].shadow_zfar_inv;
|
|
|
|
//float distance = length(shadow_pos);
|
|
vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
|
|
|
|
light_color = light_shadow_compute(light_base, light_color, shadow_uv
|
|
#ifdef LIGHT_CODE_USED
|
|
,
|
|
shadow_modulate.rgb
|
|
#endif
|
|
);
|
|
}
|
|
|
|
light_blend_compute(light_base, light_color, color.rgb);
|
|
}
|
|
#endif
|
|
|
|
frag_color = color;
|
|
}
|