canvas.glsl 24 KB

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  1. #[vertex]
  2. #version 450
  3. #VERSION_DEFINES
  4. #ifdef USE_ATTRIBUTES
  5. layout(location = 0) in vec2 vertex_attrib;
  6. layout(location = 3) in vec4 color_attrib;
  7. layout(location = 4) in vec2 uv_attrib;
  8. #if defined(CUSTOM0_USED)
  9. layout(location = 6) in vec4 custom0_attrib;
  10. #endif
  11. #if defined(CUSTOM1_USED)
  12. layout(location = 7) in vec4 custom1_attrib;
  13. #endif
  14. layout(location = 10) in uvec4 bone_attrib;
  15. layout(location = 11) in vec4 weight_attrib;
  16. #endif
  17. #include "canvas_uniforms_inc.glsl"
  18. layout(location = 0) out vec2 uv_interp;
  19. layout(location = 1) out vec4 color_interp;
  20. layout(location = 2) out vec2 vertex_interp;
  21. #ifdef USE_NINEPATCH
  22. layout(location = 3) out vec2 pixel_size_interp;
  23. #endif
  24. #ifdef MATERIAL_UNIFORMS_USED
  25. layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
  26. #MATERIAL_UNIFORMS
  27. } material;
  28. #endif
  29. #GLOBALS
  30. #ifdef USE_ATTRIBUTES
  31. vec3 srgb_to_linear(vec3 color) {
  32. return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
  33. }
  34. #endif
  35. void main() {
  36. vec4 instance_custom = vec4(0.0);
  37. #if defined(CUSTOM0_USED)
  38. vec4 custom0 = vec4(0.0);
  39. #endif
  40. #if defined(CUSTOM1_USED)
  41. vec4 custom1 = vec4(0.0);
  42. #endif
  43. #ifdef USE_PRIMITIVE
  44. //weird bug,
  45. //this works
  46. vec2 vertex;
  47. vec2 uv;
  48. vec4 color;
  49. if (gl_VertexIndex == 0) {
  50. vertex = draw_data.points[0];
  51. uv = draw_data.uvs[0];
  52. color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
  53. } else if (gl_VertexIndex == 1) {
  54. vertex = draw_data.points[1];
  55. uv = draw_data.uvs[1];
  56. color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
  57. } else {
  58. vertex = draw_data.points[2];
  59. uv = draw_data.uvs[2];
  60. color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
  61. }
  62. uvec4 bones = uvec4(0, 0, 0, 0);
  63. vec4 bone_weights = vec4(0.0);
  64. #elif defined(USE_ATTRIBUTES)
  65. vec2 vertex = vertex_attrib;
  66. vec4 color = color_attrib;
  67. if (bool(draw_data.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
  68. color.rgb = srgb_to_linear(color.rgb);
  69. }
  70. color *= draw_data.modulation;
  71. vec2 uv = uv_attrib;
  72. #if defined(CUSTOM0_USED)
  73. custom0 = custom0_attrib;
  74. #endif
  75. #if defined(CUSTOM1_USED)
  76. custom1 = custom1_attrib;
  77. #endif
  78. uvec4 bones = bone_attrib;
  79. vec4 bone_weights = weight_attrib;
  80. #else // !USE_ATTRIBUTES
  81. 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));
  82. vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
  83. vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
  84. vec4 color = draw_data.modulation;
  85. vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
  86. uvec4 bones = uvec4(0, 0, 0, 0);
  87. #endif // USE_ATTRIBUTES
  88. mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
  89. #define FLAGS_INSTANCING_MASK 0x7F
  90. #define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
  91. #define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8)
  92. uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
  93. #ifdef USE_ATTRIBUTES
  94. if (instancing > 1) {
  95. // trails
  96. uint stride = 2 + 1 + 1; //particles always uses this format
  97. uint trail_size = instancing;
  98. uint offset = trail_size * stride * gl_InstanceIndex;
  99. vec4 pcolor;
  100. vec2 new_vertex;
  101. {
  102. uint boffset = offset + bone_attrib.x * stride;
  103. new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
  104. pcolor = transforms.data[boffset + 2] * weight_attrib.x;
  105. }
  106. if (weight_attrib.y > 0.001) {
  107. uint boffset = offset + bone_attrib.y * stride;
  108. new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
  109. pcolor += transforms.data[boffset + 2] * weight_attrib.y;
  110. }
  111. if (weight_attrib.z > 0.001) {
  112. uint boffset = offset + bone_attrib.z * stride;
  113. new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
  114. pcolor += transforms.data[boffset + 2] * weight_attrib.z;
  115. }
  116. if (weight_attrib.w > 0.001) {
  117. uint boffset = offset + bone_attrib.w * stride;
  118. new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
  119. pcolor += transforms.data[boffset + 2] * weight_attrib.w;
  120. }
  121. instance_custom = transforms.data[offset + 3];
  122. vertex = new_vertex;
  123. color *= pcolor;
  124. } else
  125. #endif // USE_ATTRIBUTES
  126. {
  127. if (instancing == 1) {
  128. uint stride = 2;
  129. {
  130. if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
  131. stride += 1;
  132. }
  133. if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
  134. stride += 1;
  135. }
  136. }
  137. uint offset = stride * gl_InstanceIndex;
  138. mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
  139. offset += 2;
  140. if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
  141. color *= transforms.data[offset];
  142. offset += 1;
  143. }
  144. if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
  145. instance_custom = transforms.data[offset];
  146. }
  147. matrix = transpose(matrix);
  148. model_matrix = model_matrix * matrix;
  149. }
  150. }
  151. #ifdef USE_POINT_SIZE
  152. float point_size = 1.0;
  153. #endif
  154. #ifdef USE_WORLD_VERTEX_COORDS
  155. vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
  156. #endif
  157. {
  158. #CODE : VERTEX
  159. }
  160. #ifdef USE_NINEPATCH
  161. pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
  162. #endif
  163. #if !defined(SKIP_TRANSFORM_USED) && !defined(USE_WORLD_VERTEX_COORDS)
  164. vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
  165. #endif
  166. color_interp = color;
  167. if (canvas_data.use_pixel_snap) {
  168. vertex = floor(vertex + 0.5);
  169. // precision issue on some hardware creates artifacts within texture
  170. // offset uv by a small amount to avoid
  171. uv += 1e-5;
  172. }
  173. vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
  174. vertex_interp = vertex;
  175. uv_interp = uv;
  176. gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
  177. #ifdef USE_POINT_SIZE
  178. gl_PointSize = point_size;
  179. #endif
  180. }
  181. #[fragment]
  182. #version 450
  183. #VERSION_DEFINES
  184. #include "canvas_uniforms_inc.glsl"
  185. layout(location = 0) in vec2 uv_interp;
  186. layout(location = 1) in vec4 color_interp;
  187. layout(location = 2) in vec2 vertex_interp;
  188. #ifdef USE_NINEPATCH
  189. layout(location = 3) in vec2 pixel_size_interp;
  190. #endif
  191. layout(location = 0) out vec4 frag_color;
  192. #ifdef MATERIAL_UNIFORMS_USED
  193. layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
  194. #MATERIAL_UNIFORMS
  195. } material;
  196. #endif
  197. vec2 screen_uv_to_sdf(vec2 p_uv) {
  198. return canvas_data.screen_to_sdf * p_uv;
  199. }
  200. float texture_sdf(vec2 p_sdf) {
  201. vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
  202. float d = texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv).r;
  203. d *= SDF_MAX_LENGTH;
  204. return d * canvas_data.tex_to_sdf;
  205. }
  206. vec2 texture_sdf_normal(vec2 p_sdf) {
  207. vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
  208. const float EPSILON = 0.001;
  209. return normalize(vec2(
  210. texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(EPSILON, 0.0)).r,
  211. texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(0.0, EPSILON)).r));
  212. }
  213. vec2 sdf_to_screen_uv(vec2 p_sdf) {
  214. return p_sdf * canvas_data.sdf_to_screen;
  215. }
  216. #GLOBALS
  217. #ifdef LIGHT_CODE_USED
  218. vec4 light_compute(
  219. vec3 light_vertex,
  220. vec3 light_position,
  221. vec3 normal,
  222. vec4 light_color,
  223. float light_energy,
  224. vec4 specular_shininess,
  225. inout vec4 shadow_modulate,
  226. vec2 screen_uv,
  227. vec2 uv,
  228. vec4 color, bool is_directional) {
  229. vec4 light = vec4(0.0);
  230. vec3 light_direction = vec3(0.0);
  231. if (is_directional) {
  232. light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
  233. light_position = vec3(0.0);
  234. } else {
  235. light_direction = normalize(light_position - light_vertex);
  236. }
  237. #CODE : LIGHT
  238. return light;
  239. }
  240. #endif
  241. #ifdef USE_NINEPATCH
  242. 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) {
  243. float tex_size = 1.0 / tex_pixel_size;
  244. if (pixel < margin_begin) {
  245. return pixel * tex_pixel_size;
  246. } else if (pixel >= draw_size - margin_end) {
  247. return (tex_size - (draw_size - pixel)) * tex_pixel_size;
  248. } else {
  249. if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
  250. draw_center--;
  251. }
  252. // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
  253. if (np_repeat == 0) { // Stretch.
  254. // Convert to ratio.
  255. float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
  256. // Scale to source texture.
  257. return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
  258. } else if (np_repeat == 1) { // Tile.
  259. // Convert to offset.
  260. float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
  261. // Scale to source texture.
  262. return (margin_begin + ofs) * tex_pixel_size;
  263. } else if (np_repeat == 2) { // Tile Fit.
  264. // Calculate scale.
  265. float src_area = draw_size - margin_begin - margin_end;
  266. float dst_area = tex_size - margin_begin - margin_end;
  267. float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
  268. // Convert to ratio.
  269. float ratio = (pixel - margin_begin) / src_area;
  270. ratio = mod(ratio * scale, 1.0);
  271. // Scale to source texture.
  272. return (margin_begin + ratio * dst_area) * tex_pixel_size;
  273. } else { // Shouldn't happen, but silences compiler warning.
  274. return 0.0;
  275. }
  276. }
  277. }
  278. #endif
  279. #ifdef USE_LIGHTING
  280. vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
  281. float cNdotL = max(0.0, dot(normal, light_vec));
  282. if (specular_shininess_used) {
  283. //blinn
  284. vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
  285. vec3 half_vec = normalize(view + light_vec);
  286. float cNdotV = max(dot(normal, view), 0.0);
  287. float cNdotH = max(dot(normal, half_vec), 0.0);
  288. float cVdotH = max(dot(view, half_vec), 0.0);
  289. float cLdotH = max(dot(light_vec, half_vec), 0.0);
  290. float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
  291. float blinn = pow(cNdotH, shininess);
  292. blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
  293. float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
  294. return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
  295. } else {
  296. return light_color * base_color * cNdotL;
  297. }
  298. }
  299. //float distance = length(shadow_pos);
  300. vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
  301. #ifdef LIGHT_CODE_USED
  302. ,
  303. vec3 shadow_modulate
  304. #endif
  305. ) {
  306. float shadow;
  307. uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
  308. if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
  309. shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  310. } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
  311. vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
  312. shadow = 0.0;
  313. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
  314. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
  315. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  316. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
  317. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
  318. shadow /= 5.0;
  319. } else { //PCF13
  320. vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
  321. shadow = 0.0;
  322. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
  323. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
  324. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
  325. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
  326. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
  327. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
  328. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  329. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
  330. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
  331. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
  332. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
  333. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
  334. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
  335. shadow /= 13.0;
  336. }
  337. vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
  338. #ifdef LIGHT_CODE_USED
  339. shadow_color.rgb *= shadow_modulate;
  340. #endif
  341. shadow_color.a *= light_color.a; //respect light alpha
  342. return mix(light_color, shadow_color, shadow);
  343. }
  344. void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
  345. uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
  346. switch (blend_mode) {
  347. case LIGHT_FLAGS_BLEND_MODE_ADD: {
  348. color.rgb += light_color.rgb * light_color.a;
  349. } break;
  350. case LIGHT_FLAGS_BLEND_MODE_SUB: {
  351. color.rgb -= light_color.rgb * light_color.a;
  352. } break;
  353. case LIGHT_FLAGS_BLEND_MODE_MIX: {
  354. color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
  355. } break;
  356. }
  357. }
  358. #endif
  359. float msdf_median(float r, float g, float b, float a) {
  360. return min(max(min(r, g), min(max(r, g), b)), a);
  361. }
  362. void main() {
  363. vec4 color = color_interp;
  364. vec2 uv = uv_interp;
  365. vec2 vertex = vertex_interp;
  366. #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
  367. #ifdef USE_NINEPATCH
  368. int draw_center = 2;
  369. uv = vec2(
  370. map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
  371. map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
  372. if (draw_center == 0) {
  373. color.a = 0.0;
  374. }
  375. uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
  376. #endif
  377. if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
  378. uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
  379. }
  380. #endif
  381. #ifndef USE_PRIMITIVE
  382. if (bool(draw_data.flags & FLAGS_USE_MSDF)) {
  383. float px_range = draw_data.ninepatch_margins.x;
  384. float outline_thickness = draw_data.ninepatch_margins.y;
  385. //float reserved1 = draw_data.ninepatch_margins.z;
  386. //float reserved2 = draw_data.ninepatch_margins.w;
  387. vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv);
  388. vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0));
  389. vec2 dest_size = vec2(1.0) / fwidth(uv);
  390. float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
  391. float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
  392. if (outline_thickness > 0) {
  393. float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range;
  394. float a = clamp((d + cr) * px_size, 0.0, 1.0);
  395. color.a = a * color.a;
  396. } else {
  397. float a = clamp(d * px_size + 0.5, 0.0, 1.0);
  398. color.a = a * color.a;
  399. }
  400. } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
  401. vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
  402. if (lcd_sample.a == 1.0) {
  403. color.rgb = lcd_sample.rgb * color.a;
  404. } else {
  405. color = vec4(0.0, 0.0, 0.0, 0.0);
  406. }
  407. } else {
  408. #else
  409. {
  410. #endif
  411. color *= texture(sampler2D(color_texture, texture_sampler), uv);
  412. }
  413. uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
  414. bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
  415. vec3 normal;
  416. #if defined(NORMAL_USED)
  417. bool normal_used = true;
  418. #else
  419. bool normal_used = false;
  420. #endif
  421. if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
  422. normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
  423. if (bool(draw_data.flags & FLAGS_TRANSPOSE_RECT)) {
  424. normal.xy = normal.yx;
  425. }
  426. if (bool(draw_data.flags & FLAGS_FLIP_H)) {
  427. normal.x = -normal.x;
  428. }
  429. if (bool(draw_data.flags & FLAGS_FLIP_V)) {
  430. normal.y = -normal.y;
  431. }
  432. normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
  433. normal_used = true;
  434. } else {
  435. normal = vec3(0.0, 0.0, 1.0);
  436. }
  437. vec4 specular_shininess;
  438. #if defined(SPECULAR_SHININESS_USED)
  439. bool specular_shininess_used = true;
  440. #else
  441. bool specular_shininess_used = false;
  442. #endif
  443. if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
  444. specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
  445. specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
  446. specular_shininess_used = true;
  447. } else {
  448. specular_shininess = vec4(1.0);
  449. }
  450. #if defined(SCREEN_UV_USED)
  451. vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
  452. #else
  453. vec2 screen_uv = vec2(0.0);
  454. #endif
  455. vec3 light_vertex = vec3(vertex, 0.0);
  456. vec2 shadow_vertex = vertex;
  457. {
  458. float normal_map_depth = 1.0;
  459. #if defined(NORMAL_MAP_USED)
  460. vec3 normal_map = vec3(0.0, 0.0, 1.0);
  461. normal_used = true;
  462. #endif
  463. #CODE : FRAGMENT
  464. #if defined(NORMAL_MAP_USED)
  465. 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);
  466. #endif
  467. }
  468. if (normal_used) {
  469. //convert by item transform
  470. normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
  471. //convert by canvas transform
  472. normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
  473. }
  474. vec4 base_color = color;
  475. #ifdef MODE_LIGHT_ONLY
  476. float light_only_alpha = 0.0;
  477. #elif !defined(MODE_UNSHADED)
  478. color *= canvas_data.canvas_modulation;
  479. #endif
  480. #if defined(USE_LIGHTING) && !defined(MODE_UNSHADED)
  481. // Directional Lights
  482. for (uint i = 0; i < canvas_data.directional_light_count; i++) {
  483. uint light_base = i;
  484. vec2 direction = light_array.data[light_base].position;
  485. vec4 light_color = light_array.data[light_base].color;
  486. #ifdef LIGHT_CODE_USED
  487. vec4 shadow_modulate = vec4(1.0);
  488. light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
  489. #else
  490. if (normal_used) {
  491. vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
  492. light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
  493. } else {
  494. light_color.rgb *= base_color.rgb;
  495. }
  496. #endif
  497. if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
  498. vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[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.
  499. vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
  500. light_color = light_shadow_compute(light_base, light_color, shadow_uv
  501. #ifdef LIGHT_CODE_USED
  502. ,
  503. shadow_modulate.rgb
  504. #endif
  505. );
  506. }
  507. light_blend_compute(light_base, light_color, color.rgb);
  508. #ifdef MODE_LIGHT_ONLY
  509. light_only_alpha += light_color.a;
  510. #endif
  511. }
  512. // Positional Lights
  513. for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
  514. if (i >= light_count) {
  515. break;
  516. }
  517. uint light_base = draw_data.lights[i >> 2];
  518. light_base >>= (i & 3) * 8;
  519. light_base &= 0xFF;
  520. vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[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.
  521. vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
  522. if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
  523. //if outside the light texture, light color is zero
  524. continue;
  525. }
  526. vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
  527. vec4 light_base_color = light_array.data[light_base].color;
  528. #ifdef LIGHT_CODE_USED
  529. vec4 shadow_modulate = vec4(1.0);
  530. vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
  531. light_color.rgb *= light_base_color.rgb;
  532. 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);
  533. #else
  534. light_color.rgb *= light_base_color.rgb * light_base_color.a;
  535. if (normal_used) {
  536. vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
  537. vec3 pos = light_vertex;
  538. vec3 light_vec = normalize(light_pos - pos);
  539. light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
  540. } else {
  541. light_color.rgb *= base_color.rgb;
  542. }
  543. #endif
  544. if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
  545. vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[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.
  546. vec2 pos_norm = normalize(shadow_pos);
  547. vec2 pos_abs = abs(pos_norm);
  548. vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
  549. 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?
  550. float tex_ofs;
  551. float distance;
  552. if (pos_rot.y > 0) {
  553. if (pos_rot.x > 0) {
  554. tex_ofs = pos_box.y * 0.125 + 0.125;
  555. distance = shadow_pos.x;
  556. } else {
  557. tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
  558. distance = shadow_pos.y;
  559. }
  560. } else {
  561. if (pos_rot.x < 0) {
  562. tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
  563. distance = -shadow_pos.x;
  564. } else {
  565. tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
  566. distance = -shadow_pos.y;
  567. }
  568. }
  569. distance *= light_array.data[light_base].shadow_zfar_inv;
  570. //float distance = length(shadow_pos);
  571. vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
  572. light_color = light_shadow_compute(light_base, light_color, shadow_uv
  573. #ifdef LIGHT_CODE_USED
  574. ,
  575. shadow_modulate.rgb
  576. #endif
  577. );
  578. }
  579. light_blend_compute(light_base, light_color, color.rgb);
  580. #ifdef MODE_LIGHT_ONLY
  581. light_only_alpha += light_color.a;
  582. #endif
  583. }
  584. #endif
  585. #ifdef MODE_LIGHT_ONLY
  586. color.a *= light_only_alpha;
  587. #endif
  588. frag_color = color;
  589. }