fea48cdfc6
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
421 lines
12 KiB
GLSL
421 lines
12 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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#[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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layout(location = 10) in uvec4 bone_attrib;
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layout(location = 11) in vec4 weight_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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draw_data_instance = gl_InstanceID;
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#ifdef USE_PRIMITIVE
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//weird bug,
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//this works
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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 == 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 == 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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uvec4 bones = uvec4(0, 0, 0, 0);
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vec4 bone_weights = vec4(0.0);
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#elif defined(USE_ATTRIBUTES)
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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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uvec4 bones = bone_attrib;
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vec4 bone_weights = weight_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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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_VertexID];
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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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uvec4 bones = uvec4(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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#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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#ifdef USE_ATTRIBUTES
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#if 0
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if (bool(draw_data[draw_data_instance].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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#endif
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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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//uniform sampler2D atlas_texture; //texunit:-2
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//uniform sampler2D shadow_atlas_texture; //texunit:-3
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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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#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
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if (bool(draw_data[draw_data_instance].flags & FLAGS_CLIP_RECT_UV)) {
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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));
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}
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#endif
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#ifndef USE_PRIMITIVE
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_MSDF)) {
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float px_range = draw_data[draw_data_instance].ninepatch_margins.x;
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float outline_thickness = draw_data[draw_data_instance].ninepatch_margins.y;
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//float reserved1 = draw_data[draw_data_instance].ninepatch_margins.z;
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//float reserved2 = draw_data[draw_data_instance].ninepatch_margins.w;
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vec4 msdf_sample = texture(color_texture, uv);
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vec2 msdf_size = vec2(textureSize(color_texture, 0));
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vec2 dest_size = vec2(1.0) / fwidth(uv);
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float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
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float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
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if (outline_thickness > 0.0) {
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float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range;
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float a = clamp((d + cr) * px_size, 0.0, 1.0);
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color.a = a * color.a;
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} else {
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float a = clamp(d * px_size + 0.5, 0.0, 1.0);
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color.a = a * color.a;
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}
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} else if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_LCD)) {
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vec4 lcd_sample = texture(color_texture, uv);
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if (lcd_sample.a == 1.0) {
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color.rgb = lcd_sample.rgb * color.a;
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} else {
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color = vec4(0.0, 0.0, 0.0, 0.0);
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}
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} else {
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#else
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{
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#endif
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color *= texture(color_texture, uv);
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}
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bool using_light = false;
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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 (normal_used || (using_light && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -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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normal = vec3(0.0, 0.0, 1.0);
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}
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vec4 specular_shininess;
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#if defined(SPECULAR_SHININESS_USED)
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bool specular_shininess_used = true;
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#else
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bool specular_shininess_used = false;
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#endif
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if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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specular_shininess = texture(specular_texture, uv);
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specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess);
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specular_shininess_used = true;
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} else {
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specular_shininess = vec4(1.0);
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}
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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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#else
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vec2 screen_uv = vec2(0.0);
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#endif
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vec3 light_vertex = vec3(vertex, 0.0);
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vec2 shadow_vertex = vertex;
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{
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float normal_map_depth = 1.0;
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#if defined(NORMAL_MAP_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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#CODE : FRAGMENT
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#if defined(NORMAL_MAP_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_map_depth);
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#endif
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}
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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#else
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color *= canvas_modulation;
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#endif
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frag_color = color;
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}
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