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- /* clang-format off */
- #[modes]
- mode_default =
- #[specializations]
- DISABLE_LIGHTING = true
- USE_RGBA_SHADOWS = false
- USE_NINEPATCH = false
- USE_PRIMITIVE = false
- USE_ATTRIBUTES = false
- USE_INSTANCING = false
- #[vertex]
- #ifdef USE_ATTRIBUTES
- layout(location = 0) in vec2 vertex_attrib;
- layout(location = 3) in vec4 color_attrib;
- layout(location = 4) in vec2 uv_attrib;
- #ifdef USE_INSTANCING
- layout(location = 1) in highp vec4 instance_xform0;
- layout(location = 2) in highp vec4 instance_xform1;
- layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D
- #endif // USE_INSTANCING
- #endif // USE_ATTRIBUTES
- #include "stdlib_inc.glsl"
- #if defined(CUSTOM0_USED)
- layout(location = 6) in highp vec4 custom0_attrib;
- #endif
- #if defined(CUSTOM1_USED)
- layout(location = 7) in highp vec4 custom1_attrib;
- #endif
- layout(location = 8) in highp vec4 attrib_A;
- layout(location = 9) in highp vec4 attrib_B;
- layout(location = 10) in highp vec4 attrib_C;
- layout(location = 11) in highp vec4 attrib_D;
- layout(location = 12) in highp vec4 attrib_E;
- #ifdef USE_PRIMITIVE
- layout(location = 13) in highp uvec4 attrib_F;
- #else
- layout(location = 13) in highp vec4 attrib_F;
- #endif
- layout(location = 14) in highp uvec4 attrib_G;
- layout(location = 15) in highp uvec4 attrib_H;
- #define read_draw_data_world_x attrib_A.xy
- #define read_draw_data_world_y attrib_A.zw
- #define read_draw_data_world_ofs attrib_B.xy
- #define read_draw_data_color_texture_pixel_size attrib_B.zw
- #ifdef USE_PRIMITIVE
- #define read_draw_data_point_a attrib_C.xy
- #define read_draw_data_point_b attrib_C.zw
- #define read_draw_data_point_c attrib_D.xy
- #define read_draw_data_uv_a attrib_D.zw
- #define read_draw_data_uv_b attrib_E.xy
- #define read_draw_data_uv_c attrib_E.zw
- #define read_draw_data_color_a_rg attrib_F.x
- #define read_draw_data_color_a_ba attrib_F.y
- #define read_draw_data_color_b_rg attrib_F.z
- #define read_draw_data_color_b_ba attrib_F.w
- #define read_draw_data_color_c_rg attrib_G.x
- #define read_draw_data_color_c_ba attrib_G.y
- #else
- #define read_draw_data_modulation attrib_C
- #define read_draw_data_ninepatch_margins attrib_D
- #define read_draw_data_dst_rect attrib_E
- #define read_draw_data_src_rect attrib_F
- #endif
- #define read_draw_data_flags attrib_G.z
- #define read_draw_data_specular_shininess attrib_G.w
- #define read_draw_data_lights attrib_H
- // Varyings so the per-instance info can be used in the fragment shader
- flat out vec4 varying_A;
- flat out vec2 varying_B;
- #ifndef USE_PRIMITIVE
- flat out vec4 varying_C;
- #ifndef USE_ATTRIBUTES
- #ifdef USE_NINEPATCH
- flat out vec2 varying_D;
- #endif
- flat out vec4 varying_E;
- #endif
- #endif
- flat out uvec2 varying_F;
- flat out uvec4 varying_G;
- // This needs to be outside clang-format so the ubo comment is in the right place
- #ifdef MATERIAL_UNIFORMS_USED
- layout(std140) uniform MaterialUniforms{ //ubo:4
- #MATERIAL_UNIFORMS
- };
- #endif
- uniform mediump uint batch_flags;
- /* clang-format on */
- #include "canvas_uniforms_inc.glsl"
- out vec2 uv_interp;
- out vec4 color_interp;
- out vec2 vertex_interp;
- #ifdef USE_NINEPATCH
- out vec2 pixel_size_interp;
- #endif
- #GLOBALS
- void main() {
- varying_A = vec4(read_draw_data_world_x, read_draw_data_world_y);
- varying_B = read_draw_data_color_texture_pixel_size;
- #ifndef USE_PRIMITIVE
- varying_C = read_draw_data_ninepatch_margins;
- #ifndef USE_ATTRIBUTES
- #ifdef USE_NINEPATCH
- varying_D = vec2(read_draw_data_dst_rect.z, read_draw_data_dst_rect.w);
- #endif // USE_NINEPATCH
- varying_E = read_draw_data_src_rect;
- #endif // !USE_ATTRIBUTES
- #endif // USE_PRIMITIVE
- varying_F = uvec2(read_draw_data_flags, read_draw_data_specular_shininess);
- varying_G = read_draw_data_lights;
- vec4 instance_custom = vec4(0.0);
- #if defined(CUSTOM0_USED)
- vec4 custom0 = vec4(0.0);
- #endif
- #if defined(CUSTOM1_USED)
- vec4 custom1 = vec4(0.0);
- #endif
- #ifdef USE_PRIMITIVE
- vec2 vertex;
- vec2 uv;
- vec4 color;
- if (gl_VertexID % 3 == 0) {
- vertex = read_draw_data_point_a;
- uv = read_draw_data_uv_a;
- color.xy = unpackHalf2x16(read_draw_data_color_a_rg);
- color.zw = unpackHalf2x16(read_draw_data_color_a_ba);
- } else if (gl_VertexID % 3 == 1) {
- vertex = read_draw_data_point_b;
- uv = read_draw_data_uv_b;
- color.xy = unpackHalf2x16(read_draw_data_color_b_rg);
- color.zw = unpackHalf2x16(read_draw_data_color_b_ba);
- } else {
- vertex = read_draw_data_point_c;
- uv = read_draw_data_uv_c;
- color.xy = unpackHalf2x16(read_draw_data_color_c_rg);
- color.zw = unpackHalf2x16(read_draw_data_color_c_ba);
- }
- #elif defined(USE_ATTRIBUTES)
- vec2 vertex = vertex_attrib;
- vec4 color = color_attrib * read_draw_data_modulation;
- vec2 uv = uv_attrib;
- #ifdef USE_INSTANCING
- if (bool(batch_flags & BATCH_FLAGS_INSTANCING_HAS_COLORS)) {
- vec4 instance_color;
- instance_color.xy = unpackHalf2x16(uint(instance_color_custom_data.x));
- instance_color.zw = unpackHalf2x16(uint(instance_color_custom_data.y));
- color *= instance_color;
- }
- if (bool(batch_flags & BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom.xy = unpackHalf2x16(instance_color_custom_data.z);
- instance_custom.zw = unpackHalf2x16(instance_color_custom_data.w);
- }
- #endif // !USE_INSTANCING
- #else // !USE_ATTRIBUTES
- // crash on Adreno 320/330
- //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));
- //vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
- //-----------------------------------------
- // ID | 0 | 1 | 2 | 3 | 4 | 5 |
- //-----------------------------------------
- // X | 0.0 | 0.0 | 1.0 | 1.0 | 0.0 | 1.0 |
- // Y | 0.0 | 1.0 | 1.0 | 0.0 | 0.0 | 1.0 |
- //-----------------------------------------
- // no crash or freeze on all Adreno 3xx with 'if / else if' and slightly faster!
- int vertex_id = gl_VertexID % 6;
- vec2 vertex_base;
- if (vertex_id == 0)
- vertex_base = vec2(0.0, 0.0);
- else if (vertex_id == 1)
- vertex_base = vec2(0.0, 1.0);
- else if (vertex_id == 2)
- vertex_base = vec2(1.0, 1.0);
- else if (vertex_id == 3)
- vertex_base = vec2(1.0, 0.0);
- else if (vertex_id == 4)
- vertex_base = vec2(0.0, 0.0);
- else if (vertex_id == 5)
- vertex_base = vec2(1.0, 1.0);
- vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
- vec4 color = read_draw_data_modulation;
- vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
- #endif // USE_ATTRIBUTES
- #if defined(CUSTOM0_USED)
- custom0 = custom0_attrib;
- #endif
- #if defined(CUSTOM1_USED)
- custom1 = custom1_attrib;
- #endif
- mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_world_ofs, 0.0, 1.0));
- #ifdef USE_INSTANCING
- 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)));
- #endif // USE_INSTANCING
- vec2 color_texture_pixel_size = read_draw_data_color_texture_pixel_size;
- #ifdef USE_POINT_SIZE
- float point_size = 1.0;
- #endif
- #ifdef USE_WORLD_VERTEX_COORDS
- vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
- #endif
- {
- #CODE : VERTEX
- }
- #ifdef USE_NINEPATCH
- pixel_size_interp = abs(read_draw_data_dst_rect.zw) * vertex_base;
- #endif
- #if !defined(SKIP_TRANSFORM_USED) && !defined(USE_WORLD_VERTEX_COORDS)
- vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
- #endif
- color_interp = color;
- vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
- if (use_pixel_snap) {
- vertex = floor(vertex + 0.5);
- // precision issue on some hardware creates artifacts within texture
- // offset uv by a small amount to avoid
- uv += 1e-5;
- }
- vertex_interp = vertex;
- uv_interp = uv;
- gl_Position = screen_transform * vec4(vertex, 0.0, 1.0);
- #ifdef USE_POINT_SIZE
- gl_PointSize = point_size;
- #endif
- }
- #[fragment]
- #include "canvas_uniforms_inc.glsl"
- #include "stdlib_inc.glsl"
- in vec2 uv_interp;
- in vec2 vertex_interp;
- in vec4 color_interp;
- #ifdef USE_NINEPATCH
- in vec2 pixel_size_interp;
- #endif
- // Can all be flat as they are the same for the whole batched instance
- flat in vec4 varying_A;
- flat in vec2 varying_B;
- #define read_draw_data_world_x varying_A.xy
- #define read_draw_data_world_y varying_A.zw
- #define read_draw_data_color_texture_pixel_size varying_B
- #ifndef USE_PRIMITIVE
- flat in vec4 varying_C;
- #define read_draw_data_ninepatch_margins varying_C
- #ifndef USE_ATTRIBUTES
- #ifdef USE_NINEPATCH
- flat in vec2 varying_D;
- #define read_draw_data_dst_rect_z varying_D.x
- #define read_draw_data_dst_rect_w varying_D.y
- #endif
- flat in vec4 varying_E;
- #define read_draw_data_src_rect varying_E
- #endif // USE_ATTRIBUTES
- #endif // USE_PRIMITIVE
- flat in uvec2 varying_F;
- flat in uvec4 varying_G;
- #define read_draw_data_flags varying_F.x
- #define read_draw_data_specular_shininess varying_F.y
- #define read_draw_data_lights varying_G
- #ifndef DISABLE_LIGHTING
- uniform sampler2D atlas_texture; //texunit:-2
- uniform sampler2D shadow_atlas_texture; //texunit:-3
- #endif // DISABLE_LIGHTING
- uniform sampler2D color_buffer; //texunit:-4
- uniform sampler2D sdf_texture; //texunit:-5
- uniform sampler2D normal_texture; //texunit:-6
- uniform sampler2D specular_texture; //texunit:-7
- uniform sampler2D color_texture; //texunit:0
- uniform mediump uint batch_flags;
- layout(location = 0) out vec4 frag_color;
- /* clang-format off */
- // This needs to be outside clang-format so the ubo comment is in the right place
- #ifdef MATERIAL_UNIFORMS_USED
- layout(std140) uniform MaterialUniforms{ //ubo:4
- #MATERIAL_UNIFORMS
- };
- #endif
- /* clang-format on */
- #GLOBALS
- float vec4_to_float(vec4 p_vec) {
- 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;
- }
- vec2 screen_uv_to_sdf(vec2 p_uv) {
- return screen_to_sdf * p_uv;
- }
- float texture_sdf(vec2 p_sdf) {
- vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
- float d = vec4_to_float(texture(sdf_texture, uv));
- d *= SDF_MAX_LENGTH;
- return d * tex_to_sdf;
- }
- vec2 texture_sdf_normal(vec2 p_sdf) {
- vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
- const float EPSILON = 0.001;
- return normalize(vec2(
- vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
- vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
- }
- vec2 sdf_to_screen_uv(vec2 p_sdf) {
- return p_sdf * sdf_to_screen;
- }
- #ifndef DISABLE_LIGHTING
- #ifdef LIGHT_CODE_USED
- vec4 light_compute(
- vec3 light_vertex,
- vec3 light_position,
- vec3 normal,
- vec4 light_color,
- float light_energy,
- vec4 specular_shininess,
- inout vec4 shadow_modulate,
- vec2 screen_uv,
- vec2 uv,
- vec4 color, bool is_directional) {
- vec4 light = vec4(0.0);
- vec3 light_direction = vec3(0.0);
- if (is_directional) {
- light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
- light_position = vec3(0.0);
- } else {
- light_direction = normalize(light_position - light_vertex);
- }
- #CODE : LIGHT
- return light;
- }
- #endif
- vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
- float cNdotL = max(0.0, dot(normal, light_vec));
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
- return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
- } else {
- return light_color * base_color * cNdotL;
- }
- }
- #ifdef USE_RGBA_SHADOWS
- #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)
- #else
- #define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
- #endif
- /* clang-format off */
- #define SHADOW_TEST(m_uv) { highp float sd = SHADOW_DEPTH(m_uv); shadow += step(sd, shadow_uv.z / shadow_uv.w); }
- /* clang-format on */
- //float distance = length(shadow_pos);
- vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
- #ifdef LIGHT_CODE_USED
- ,
- vec3 shadow_modulate
- #endif
- ) {
- float shadow = 0.0;
- uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- SHADOW_TEST(shadow_uv.xy);
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
- SHADOW_TEST(shadow_uv.xy);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
- shadow /= 5.0;
- } else { //PCF13
- vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
- SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
- SHADOW_TEST(shadow_uv.xy);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
- SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
- shadow /= 13.0;
- }
- vec4 shadow_color = godot_unpackUnorm4x8(light_array[light_base].shadow_color);
- #ifdef LIGHT_CODE_USED
- shadow_color.rgb *= shadow_modulate;
- #endif
- shadow_color.a *= light_color.a; //respect light alpha
- return mix(light_color, shadow_color, shadow);
- }
- void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
- uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
- if (blend_mode == LIGHT_FLAGS_BLEND_MODE_ADD) {
- color.rgb += light_color.rgb * light_color.a;
- } else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_SUB) {
- color.rgb -= light_color.rgb * light_color.a;
- } else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_MIX) {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- }
- }
- #endif
- #ifdef USE_NINEPATCH
- 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 (!bool(read_draw_data_flags & INSTANCE_FLAGS_NINEPATCH_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
- float msdf_median(float r, float g, float b, float a) {
- return min(max(min(r, g), min(max(r, g), b)), a);
- }
- void main() {
- vec4 color = color_interp;
- vec2 uv = uv_interp;
- vec2 vertex = vertex_interp;
- #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- #ifdef USE_NINEPATCH
- int draw_center = 2;
- uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(read_draw_data_dst_rect_z), read_draw_data_color_texture_pixel_size.x, read_draw_data_ninepatch_margins.x, read_draw_data_ninepatch_margins.z, int(read_draw_data_flags >> INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(read_draw_data_dst_rect_w), read_draw_data_color_texture_pixel_size.y, read_draw_data_ninepatch_margins.y, read_draw_data_ninepatch_margins.w, int(read_draw_data_flags >> INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
- if (draw_center == 0) {
- color.a = 0.0;
- }
- uv = uv * read_draw_data_src_rect.zw + read_draw_data_src_rect.xy; //apply region if needed
- #endif
- if (bool(read_draw_data_flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
- vec2 half_texpixel = read_draw_data_color_texture_pixel_size * 0.5;
- uv = clamp(uv, read_draw_data_src_rect.xy + half_texpixel, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) - half_texpixel);
- }
- #endif
- #ifndef USE_PRIMITIVE
- if (bool(read_draw_data_flags & INSTANCE_FLAGS_USE_MSDF)) {
- float px_range = read_draw_data_ninepatch_margins.x;
- float outline_thickness = read_draw_data_ninepatch_margins.y;
- 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(read_draw_data_flags & INSTANCE_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 = read_draw_data_flags & 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(batch_flags & BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED))) {
- normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- if (bool(read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
- normal.xy = normal.yx;
- }
- normal.xy *= sign(read_draw_data_src_rect.zw);
- #endif
- 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);
- }
- 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(batch_flags & BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
- specular_shininess = texture(specular_texture, uv);
- specular_shininess *= godot_unpackUnorm4x8(read_draw_data_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 = read_draw_data_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(read_draw_data_world_x), normalize(read_draw_data_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
- float light_only_alpha = 0.0;
- #elif !defined(MODE_UNSHADED)
- 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) && bool(read_draw_data_flags & uint(INSTANCE_FLAGS_SHADOW_MASKED << i))) {
- 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);
- #ifdef MODE_LIGHT_ONLY
- light_only_alpha += light_color.a;
- #endif
- }
- // 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 = read_draw_data_lights[0];
- } else {
- light_base = read_draw_data_lights[1];
- }
- } else {
- if (i < 12u) {
- light_base = read_draw_data_lights[2];
- } else {
- light_base = read_draw_data_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;
- 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
- continue;
- }
- 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 (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(read_draw_data_flags & uint(INSTANCE_FLAGS_SHADOW_MASKED << i))) {
- 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);
- #ifdef MODE_LIGHT_ONLY
- light_only_alpha += light_color.a;
- #endif
- }
- #endif
- #ifdef MODE_LIGHT_ONLY
- color.a *= light_only_alpha;
- #endif
- frag_color = color;
- }
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