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- #define MAX_LIGHTS_PER_ITEM uint(16)
- #define M_PI 3.14159265359
- #define SDF_MAX_LENGTH 16384.0
- //1 means enabled, 2+ means trails in use
- #define FLAGS_INSTANCING_MASK uint(0x7F)
- #define FLAGS_INSTANCING_HAS_COLORS uint(1 << 7)
- #define FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << 8)
- #define FLAGS_CLIP_RECT_UV uint(1 << 9)
- #define FLAGS_TRANSPOSE_RECT uint(1 << 10)
- #define FLAGS_USING_LIGHT_MASK uint(1 << 11)
- #define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12)
- #define FLAGS_USING_PARTICLES uint(1 << 13)
- #define FLAGS_NINEPATCH_H_MODE_SHIFT 16
- #define FLAGS_NINEPATCH_V_MODE_SHIFT 18
- #define FLAGS_LIGHT_COUNT_SHIFT 20
- #define FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 26)
- #define FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 27)
- #define FLAGS_USE_MSDF uint(1 << 28)
- #define FLAGS_USE_LCD uint(1 << 29)
- #define FLAGS_FLIP_H uint(1 << 30)
- #define FLAGS_FLIP_V uint(1 << 31)
- layout(std140) uniform GlobalShaderUniformData { //ubo:1
- vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
- };
- layout(std140) uniform CanvasData { //ubo:0
- mat4 canvas_transform;
- mat4 screen_transform;
- mat4 canvas_normal_transform;
- vec4 canvas_modulation;
- vec2 screen_pixel_size;
- float time;
- bool use_pixel_snap;
- vec4 sdf_to_tex;
- vec2 screen_to_sdf;
- vec2 sdf_to_screen;
- uint directional_light_count;
- float tex_to_sdf;
- uint pad1;
- uint pad2;
- };
- #ifndef DISABLE_LIGHTING
- #define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
- #define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
- #define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
- #define LIGHT_FLAGS_BLEND_MODE_MIX uint(2 << 16)
- #define LIGHT_FLAGS_BLEND_MODE_MASK uint(3 << 16)
- #define LIGHT_FLAGS_HAS_SHADOW uint(1 << 20)
- #define LIGHT_FLAGS_FILTER_SHIFT 22
- #define LIGHT_FLAGS_FILTER_MASK uint(3 << 22)
- #define LIGHT_FLAGS_SHADOW_NEAREST uint(0 << 22)
- #define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
- #define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
- struct Light {
- mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
- mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
- vec4 color;
- uint shadow_color; // packed
- uint flags; //index to light texture
- float shadow_pixel_size;
- float height;
- vec2 position;
- float shadow_zfar_inv;
- float shadow_y_ofs;
- vec4 atlas_rect;
- };
- layout(std140) uniform LightData { //ubo:2
- Light light_array[MAX_LIGHTS];
- };
- #endif // DISABLE_LIGHTING
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