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- /* clang-format off */
- [vertex]
- layout(location = 0) in highp vec2 vertex;
- #ifdef USE_ATTRIB_LIGHT_ANGLE
- layout(location = 2) in highp float light_angle;
- #endif
- /* clang-format on */
- layout(location = 3) in vec4 color_attrib;
- #ifdef USE_ATTRIB_MODULATE
- layout(location = 5) in vec4 modulate_attrib; // attrib:5
- #endif
- // Usually, final_modulate is passed as a uniform. However during batching
- // If larger fvfs are used, final_modulate is passed as an attribute.
- // we need to read from the attribute in custom vertex shader
- // rather than the uniform. We do this by specifying final_modulate_alias
- // in shaders rather than final_modulate directly.
- #ifdef USE_ATTRIB_MODULATE
- #define final_modulate_alias modulate_attrib
- #else
- #define final_modulate_alias final_modulate
- #endif
- #ifdef USE_ATTRIB_LARGE_VERTEX
- // shared with skeleton attributes, not used in batched shader
- layout(location = 6) in vec2 translate_attrib; // attrib:6
- layout(location = 7) in vec4 basis_attrib; // attrib:7
- #endif
- #ifdef USE_SKELETON
- layout(location = 6) in uvec4 bone_indices; // attrib:6
- layout(location = 7) in vec4 bone_weights; // attrib:7
- #endif
- #ifdef USE_TEXTURE_RECT
- uniform vec4 dst_rect;
- uniform vec4 src_rect;
- #else
- #ifdef USE_INSTANCING
- layout(location = 8) in highp vec4 instance_xform0;
- layout(location = 9) in highp vec4 instance_xform1;
- layout(location = 10) in highp vec4 instance_xform2;
- layout(location = 11) in lowp vec4 instance_color;
- #ifdef USE_INSTANCE_CUSTOM
- layout(location = 12) in highp vec4 instance_custom_data;
- #endif
- #endif
- layout(location = 4) in highp vec2 uv_attrib;
- // skeleton
- #endif
- uniform highp vec2 color_texpixel_size;
- layout(std140) uniform CanvasItemData { //ubo:0
- highp mat4 projection_matrix;
- highp float time;
- };
- uniform highp mat4 modelview_matrix;
- uniform highp mat4 extra_matrix;
- out highp vec2 uv_interp;
- out mediump vec4 color_interp;
- #ifdef USE_ATTRIB_MODULATE
- // modulate doesn't need interpolating but we need to send it to the fragment shader
- flat out mediump vec4 modulate_interp;
- #endif
- #ifdef MODULATE_USED
- uniform mediump vec4 final_modulate;
- #endif
- #ifdef USE_NINEPATCH
- out highp vec2 pixel_size_interp;
- #endif
- #ifdef USE_SKELETON
- uniform mediump sampler2D skeleton_texture; // texunit:-4
- uniform highp mat4 skeleton_transform;
- uniform highp mat4 skeleton_transform_inverse;
- #endif
- #ifdef USE_LIGHTING
- layout(std140) uniform LightData { //ubo:1
- // light matrices
- highp mat4 light_matrix;
- highp mat4 light_local_matrix;
- highp mat4 shadow_matrix;
- highp vec4 light_color;
- highp vec4 light_shadow_color;
- highp vec2 light_pos;
- highp float shadowpixel_size;
- highp float shadow_gradient;
- highp float light_height;
- highp float light_outside_alpha;
- highp float shadow_distance_mult;
- };
- out vec4 light_uv_interp;
- out vec2 transformed_light_uv;
- out vec4 local_rot;
- #ifdef USE_SHADOWS
- out highp vec2 pos;
- #endif
- const bool at_light_pass = true;
- #else
- const bool at_light_pass = false;
- #endif
- #if defined(USE_MATERIAL)
- /* clang-format off */
- layout(std140) uniform UniformData { //ubo:2
- MATERIAL_UNIFORMS
- };
- /* clang-format on */
- #endif
- /* clang-format off */
- VERTEX_SHADER_GLOBALS
- /* clang-format on */
- void main() {
- vec4 color = color_attrib;
- #ifdef USE_INSTANCING
- mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
- color *= instance_color;
- #ifdef USE_INSTANCE_CUSTOM
- vec4 instance_custom = instance_custom_data;
- #else
- vec4 instance_custom = vec4(0.0);
- #endif
- #else
- mat4 extra_matrix_instance = extra_matrix;
- vec4 instance_custom = vec4(0.0);
- #endif
- #ifdef USE_TEXTURE_RECT
- if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
- } else {
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
- }
- highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0);
- #else
- uv_interp = uv_attrib;
- highp vec4 outvec = vec4(vertex, 0.0, 1.0);
- #endif
- #ifdef USE_PARTICLES
- //scale by texture size
- outvec.xy /= color_texpixel_size;
- #endif
- #define extra_matrix extra_matrix_instance
- float point_size = 1.0;
- //for compatibility with the fragment shader we need to use uv here
- vec2 uv = uv_interp;
- {
- /* clang-format off */
- VERTEX_SHADER_CODE
- /* clang-format on */
- }
- gl_PointSize = point_size;
- uv_interp = uv;
- #ifdef USE_NINEPATCH
- pixel_size_interp = abs(dst_rect.zw) * vertex;
- #endif
- #ifdef USE_ATTRIB_MODULATE
- // modulate doesn't need interpolating but we need to send it to the fragment shader
- modulate_interp = modulate_attrib;
- #endif
- #ifdef USE_ATTRIB_LARGE_VERTEX
- // transform is in attributes
- vec2 temp;
- temp = outvec.xy;
- temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
- temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
- temp += translate_attrib;
- outvec.xy = temp;
- #else
- // transform is in uniforms
- #if !defined(SKIP_TRANSFORM_USED)
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
- #endif
- #endif // not large integer
- #undef extra_matrix
- color_interp = color;
- #ifdef USE_PIXEL_SNAP
- outvec.xy = floor(outvec + 0.5).xy;
- // precision issue on some hardware creates artifacts within texture
- // offset uv by a small amount to avoid
- uv_interp += 1e-5;
- #endif
- #ifdef USE_SKELETON
- if (bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
- ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2);
- highp mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
- bone_weights.x;
- tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
- m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
- bone_weights.y;
- tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
- m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
- bone_weights.z;
- tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
- m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
- bone_weights.w;
- mat4 bone_matrix = 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_transform_inverse;
- outvec = bone_matrix * outvec;
- }
- #endif
- gl_Position = projection_matrix * outvec;
- #ifdef USE_LIGHTING
- light_uv_interp.xy = (light_matrix * outvec).xy;
- light_uv_interp.zw = (light_local_matrix * outvec).xy;
- mat3 inverse_light_matrix = mat3(inverse(light_matrix));
- inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
- inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
- inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
- transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
- #ifdef USE_SHADOWS
- pos = outvec.xy;
- #endif
- #ifdef USE_ATTRIB_LIGHT_ANGLE
- // we add a fixed offset because we are using the sign later,
- // and don't want floating point error around 0.0
- float la = abs(light_angle) - 1.0;
- // vector light angle
- vec4 vla;
- vla.xy = vec2(cos(la), sin(la));
- vla.zw = vec2(-vla.y, vla.x);
- vla.zw *= sign(light_angle);
- // apply the transform matrix.
- // The rotate will be encoded in the transform matrix for single rects,
- // and just the flips in the light angle.
- // For batching we will encode the rotation and the flips
- // in the light angle, and can use the same shader.
- local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
- local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
- #else
- local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
- local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
- #ifdef USE_TEXTURE_RECT
- local_rot.xy *= sign(src_rect.z);
- local_rot.zw *= sign(src_rect.w);
- #endif
- #endif // not using light angle
- #endif
- }
- /* clang-format off */
- [fragment]
- uniform mediump sampler2D color_texture; // texunit:0
- /* clang-format on */
- uniform highp vec2 color_texpixel_size;
- uniform mediump sampler2D normal_texture; // texunit:1
- in highp vec2 uv_interp;
- in mediump vec4 color_interp;
- #ifdef USE_ATTRIB_MODULATE
- flat in mediump vec4 modulate_interp;
- #endif
- #if defined(SCREEN_TEXTURE_USED)
- uniform sampler2D screen_texture; // texunit:-3
- #endif
- #if defined(SCREEN_UV_USED)
- uniform vec2 screen_pixel_size;
- #endif
- layout(std140) uniform CanvasItemData {
- highp mat4 projection_matrix;
- highp float time;
- };
- #ifdef USE_LIGHTING
- layout(std140) uniform LightData {
- highp mat4 light_matrix;
- highp mat4 light_local_matrix;
- highp mat4 shadow_matrix;
- highp vec4 light_color;
- highp vec4 light_shadow_color;
- highp vec2 light_pos;
- highp float shadowpixel_size;
- highp float shadow_gradient;
- highp float light_height;
- highp float light_outside_alpha;
- highp float shadow_distance_mult;
- };
- uniform lowp sampler2D light_texture; // texunit:-1
- in vec4 light_uv_interp;
- in vec2 transformed_light_uv;
- in vec4 local_rot;
- #ifdef USE_SHADOWS
- uniform highp sampler2D shadow_texture; // texunit:-2
- in highp vec2 pos;
- #endif
- const bool at_light_pass = true;
- #else
- const bool at_light_pass = false;
- #endif
- uniform mediump vec4 final_modulate;
- layout(location = 0) out mediump vec4 frag_color;
- #if defined(USE_MATERIAL)
- /* clang-format off */
- layout(std140) uniform UniformData {
- MATERIAL_UNIFORMS
- };
- /* clang-format on */
- #endif
- /* clang-format off */
- FRAGMENT_SHADER_GLOBALS
- /* clang-format on */
- void light_compute(
- inout vec4 light,
- inout vec2 light_vec,
- inout float light_height,
- inout vec4 light_color,
- vec2 light_uv,
- inout vec4 shadow_color,
- inout vec2 shadow_vec,
- vec3 normal,
- vec2 uv,
- #if defined(SCREEN_UV_USED)
- vec2 screen_uv,
- #endif
- vec4 color) {
- #if defined(USE_LIGHT_SHADER_CODE)
- /* clang-format off */
- LIGHT_SHADER_CODE
- /* clang-format on */
- #endif
- }
- #ifdef USE_TEXTURE_RECT
- uniform vec4 dst_rect;
- uniform vec4 src_rect;
- uniform bool clip_rect_uv;
- #ifdef USE_NINEPATCH
- in highp vec2 pixel_size_interp;
- uniform int np_repeat_v;
- uniform int np_repeat_h;
- uniform bool np_draw_center;
- // left top right bottom in pixel coordinates
- uniform vec4 np_margins;
- // there are two ninepatch modes, and we don't want to waste a conditional
- #if defined USE_NINEPATCH_SCALING
- float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, float s_ratio, int np_repeat, inout int draw_center) {
- float tex_size = 1.0 / tex_pixel_size;
- float screen_margin_begin = margin_begin / s_ratio;
- float screen_margin_end = margin_end / s_ratio;
- if (pixel < screen_margin_begin) {
- return pixel * s_ratio * tex_pixel_size;
- } else if (pixel >= draw_size - screen_margin_end) {
- return (tex_size - (draw_size - pixel) * s_ratio) * tex_pixel_size;
- } else {
- if (!np_draw_center) {
- draw_center--;
- }
- if (np_repeat == 0) { //stretch
- //convert to ratio
- float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end);
- //scale to source texture
- return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
- } else if (np_repeat == 1) { //tile
- //convert to ratio
- float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end);
- //scale to source texture
- return (margin_begin + ofs) * tex_pixel_size;
- } else if (np_repeat == 2) { //tile fit
- //convert to ratio
- float src_area = draw_size - screen_margin_begin - screen_margin_end;
- float dst_area = tex_size - margin_begin - margin_end;
- float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
- //convert to ratio
- float ratio = (pixel - screen_margin_begin) / src_area;
- ratio = mod(ratio * scale, 1.0);
- return (margin_begin + ratio * dst_area) * tex_pixel_size;
- }
- }
- }
- #else
- 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) {
- float tex_size = 1.0 / tex_pixel_size;
- if (pixel < margin_begin) {
- return pixel * tex_pixel_size;
- } else if (pixel >= draw_size - margin_end) {
- return (tex_size - (draw_size - pixel)) * tex_pixel_size;
- } else {
- if (!np_draw_center) {
- draw_center--;
- }
- // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
- if (np_repeat == 0) { // Stretch.
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
- } else if (np_repeat == 1) { // Tile.
- // Convert to offset.
- float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ofs) * tex_pixel_size;
- } else if (np_repeat == 2) { // Tile Fit.
- // Calculate scale.
- float src_area = draw_size - margin_begin - margin_end;
- float dst_area = tex_size - margin_begin - margin_end;
- float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / src_area;
- ratio = mod(ratio * scale, 1.0);
- // Scale to source texture.
- return (margin_begin + ratio * dst_area) * tex_pixel_size;
- } else { // Shouldn't happen, but silences compiler warning.
- return 0.0;
- }
- }
- }
- #endif
- #endif
- #endif
- uniform bool use_default_normal;
- void main() {
- vec4 color = color_interp;
- vec2 uv = uv_interp;
- #ifdef USE_TEXTURE_RECT
- #ifdef USE_NINEPATCH
- int draw_center = 2;
- #if defined USE_NINEPATCH_SCALING
- float s_ratio = max((1.0 / color_texpixel_size.x) / abs(dst_rect.z), (1.0 / color_texpixel_size.y) / abs(dst_rect.w));
- s_ratio = max(1.0, s_ratio);
- uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, s_ratio, np_repeat_h, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, s_ratio, np_repeat_v, draw_center));
- if (draw_center == 0) {
- color.a = 0.0;
- }
- #else
- uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center));
- if (draw_center == 0) {
- color.a = 0.0;
- }
- #endif
- uv = uv * src_rect.zw + src_rect.xy; //apply region if needed
- #endif
- if (clip_rect_uv) {
- uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw));
- }
- #endif
- #if !defined(COLOR_USED)
- //default behavior, texture by color
- #ifdef USE_DISTANCE_FIELD
- const float smoothing = 1.0 / 32.0;
- float distance = textureLod(color_texture, uv, 0.0).a;
- color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
- #else
- color *= texture(color_texture, uv);
- #endif
- #endif
- vec3 normal;
- #if defined(NORMAL_USED)
- bool normal_used = true;
- #else
- bool normal_used = false;
- #endif
- if (use_default_normal) {
- normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0;
- normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
- normal_used = true;
- } else {
- normal = vec3(0.0, 0.0, 1.0);
- }
- #if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
- #endif
- {
- float normal_depth = 1.0;
- #if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
- #endif
- // If larger fvfs are used, final_modulate is passed as an attribute.
- // we need to read from this in custom fragment shaders or applying in the post step,
- // rather than using final_modulate directly.
- #if defined(final_modulate_alias)
- #undef final_modulate_alias
- #endif
- #ifdef USE_ATTRIB_MODULATE
- #define final_modulate_alias modulate_interp
- #else
- #define final_modulate_alias final_modulate
- #endif
- /* clang-format off */
- FRAGMENT_SHADER_CODE
- /* clang-format on */
- #if defined(NORMALMAP_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_depth);
- #endif
- }
- #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, 1.0));
- color = vec4(vec3(enc32), 1.0);
- #endif
- #if !defined(MODULATE_USED)
- color *= final_modulate_alias;
- #endif
- #ifdef USE_LIGHTING
- vec2 light_vec = transformed_light_uv;
- vec2 shadow_vec = transformed_light_uv;
- if (normal_used) {
- normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
- }
- float att = 1.0;
- vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture(light_texture, light_uv);
- 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 *= light_outside_alpha; //invisible
- } else {
- float real_light_height = light_height;
- vec4 real_light_color = light_color;
- vec4 real_light_shadow_color = light_shadow_color;
- #if defined(USE_LIGHT_SHADER_CODE)
- //light is written by the light shader
- light_compute(
- light,
- light_vec,
- real_light_height,
- real_light_color,
- light_uv,
- real_light_shadow_color,
- shadow_vec,
- normal,
- uv,
- #if defined(SCREEN_UV_USED)
- screen_uv,
- #endif
- color);
- #endif
- light *= real_light_color;
- if (normal_used) {
- vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
- light *= max(dot(-light_normal, normal), 0.0);
- }
- color *= light;
- #ifdef USE_SHADOWS
- #ifdef SHADOW_VEC_USED
- mat3 inverse_light_matrix = mat3(light_matrix);
- inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
- inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
- inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
- shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy;
- #else
- shadow_vec = light_uv_interp.zw;
- #endif
- float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
- float PI = 3.14159265358979323846264;
- /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
- float ang*/
- float su, sz;
- float abs_angle = abs(angle_to_light);
- vec2 point;
- float sh;
- if (abs_angle < 45.0 * PI / 180.0) {
- point = shadow_vec;
- sh = 0.0 + (1.0 / 8.0);
- } else if (abs_angle > 135.0 * PI / 180.0) {
- point = -shadow_vec;
- sh = 0.5 + (1.0 / 8.0);
- } else if (angle_to_light > 0.0) {
- point = vec2(shadow_vec.y, -shadow_vec.x);
- sh = 0.25 + (1.0 / 8.0);
- } else {
- point = vec2(-shadow_vec.y, shadow_vec.x);
- sh = 0.75 + (1.0 / 8.0);
- }
- highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
- s.xyz /= s.w;
- su = s.x * 0.5 + 0.5;
- sz = s.z * 0.5 + 0.5;
- //sz=lightlength(light_vec);
- highp float shadow_attenuation = 0.0;
- #ifdef USE_RGBA_SHADOWS
- #define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
- #else
- #define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r)
- #endif
- #ifdef SHADOW_USE_GRADIENT
- #define SHADOW_TEST(m_ofs) \
- { \
- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
- shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
- }
- #else
- #define SHADOW_TEST(m_ofs) \
- { \
- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
- shadow_attenuation += step(sz, sd); \
- }
- #endif
- #ifdef SHADOW_FILTER_NEAREST
- SHADOW_TEST(su);
- #endif
- #ifdef SHADOW_FILTER_PCF3
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- shadow_attenuation /= 3.0;
- #endif
- #ifdef SHADOW_FILTER_PCF5
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- shadow_attenuation /= 5.0;
- #endif
- #ifdef SHADOW_FILTER_PCF7
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- shadow_attenuation /= 7.0;
- #endif
- #ifdef SHADOW_FILTER_PCF9
- SHADOW_TEST(su + shadowpixel_size * 4.0);
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- SHADOW_TEST(su - shadowpixel_size * 4.0);
- shadow_attenuation /= 9.0;
- #endif
- #ifdef SHADOW_FILTER_PCF13
- SHADOW_TEST(su + shadowpixel_size * 6.0);
- SHADOW_TEST(su + shadowpixel_size * 5.0);
- SHADOW_TEST(su + shadowpixel_size * 4.0);
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- SHADOW_TEST(su - shadowpixel_size * 4.0);
- SHADOW_TEST(su - shadowpixel_size * 5.0);
- SHADOW_TEST(su - shadowpixel_size * 6.0);
- shadow_attenuation /= 13.0;
- #endif
- //color *= shadow_attenuation;
- color = mix(real_light_shadow_color, color, shadow_attenuation);
- //use shadows
- #endif
- }
- //use lighting
- #endif
- #ifdef LINEAR_TO_SRGB
- // regular Linear -> SRGB conversion
- vec3 a = vec3(0.055);
- color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
- #endif
- //color.rgb *= color.a;
- frag_color = color;
- }
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