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- #[vertex]
- #version 450
- #VERSION_DEFINES
- #ifdef USE_ATTRIBUTES
- layout(location = 0) in vec2 vertex_attrib;
- layout(location = 3) in vec4 color_attrib;
- layout(location = 4) in vec2 uv_attrib;
- #if defined(CUSTOM0_USED)
- layout(location = 6) in vec4 custom0_attrib;
- #endif
- #if defined(CUSTOM1_USED)
- layout(location = 7) in vec4 custom1_attrib;
- #endif
- layout(location = 10) in uvec4 bone_attrib;
- layout(location = 11) in vec4 weight_attrib;
- #endif
- #include "canvas_uniforms_inc.glsl"
- #ifndef USE_ATTRIBUTES
- layout(location = 4) out flat uint instance_index_interp;
- #endif // !USE_ATTRIBUTES
- layout(location = 0) out vec2 uv_interp;
- layout(location = 1) out vec4 color_interp;
- layout(location = 2) out vec2 vertex_interp;
- #ifdef USE_NINEPATCH
- layout(location = 3) out vec2 pixel_size_interp;
- #endif
- #ifdef MATERIAL_UNIFORMS_USED
- /* clang-format off */
- layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
- #MATERIAL_UNIFORMS
- } material;
- /* clang-format on */
- #endif
- #GLOBALS
- #ifdef USE_ATTRIBUTES
- vec3 srgb_to_linear(vec3 color) {
- 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)));
- }
- #endif
- void main() {
- 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_ATTRIBUTES
- uint instance_index = params.base_instance_index;
- #else
- uint instance_index = gl_InstanceIndex + params.base_instance_index;
- instance_index_interp = instance_index;
- #endif // USE_ATTRIBUTES
- const InstanceData draw_data = instances.data[instance_index];
- #ifdef USE_PRIMITIVE
- //weird bug,
- //this works
- vec2 vertex;
- vec2 uv;
- vec4 color;
- if (gl_VertexIndex == 0) {
- vertex = draw_data.points[0];
- uv = draw_data.uvs[0];
- color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
- } else if (gl_VertexIndex == 1) {
- vertex = draw_data.points[1];
- uv = draw_data.uvs[1];
- color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
- } else {
- vertex = draw_data.points[2];
- uv = draw_data.uvs[2];
- color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
- }
- uvec4 bones = uvec4(0, 0, 0, 0);
- vec4 bone_weights = vec4(0.0);
- #elif defined(USE_ATTRIBUTES)
- vec2 vertex = vertex_attrib;
- vec4 color = color_attrib;
- if (bool(canvas_data.flags & CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
- color.rgb = srgb_to_linear(color.rgb);
- }
- color *= draw_data.modulation;
- vec2 uv = uv_attrib;
- #if defined(CUSTOM0_USED)
- custom0 = custom0_attrib;
- #endif
- #if defined(CUSTOM1_USED)
- custom1 = custom1_attrib;
- #endif
- uvec4 bones = bone_attrib;
- vec4 bone_weights = weight_attrib;
- #else // !USE_ATTRIBUTES
- 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));
- vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
- vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
- vec4 color = draw_data.modulation;
- 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)));
- uvec4 bones = uvec4(0, 0, 0, 0);
- #endif // USE_ATTRIBUTES
- 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));
- #ifdef USE_ATTRIBUTES
- uint instancing = params.batch_flags & BATCH_FLAGS_INSTANCING_MASK;
- if (instancing > 1) {
- // trails
- uint stride = 2 + 1 + 1; //particles always uses this format
- uint trail_size = instancing;
- uint offset = trail_size * stride * gl_InstanceIndex;
- vec4 pcolor;
- vec2 new_vertex;
- {
- uint boffset = offset + bone_attrib.x * stride;
- 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;
- pcolor = transforms.data[boffset + 2] * weight_attrib.x;
- }
- if (weight_attrib.y > 0.001) {
- uint boffset = offset + bone_attrib.y * stride;
- 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;
- pcolor += transforms.data[boffset + 2] * weight_attrib.y;
- }
- if (weight_attrib.z > 0.001) {
- uint boffset = offset + bone_attrib.z * stride;
- 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;
- pcolor += transforms.data[boffset + 2] * weight_attrib.z;
- }
- if (weight_attrib.w > 0.001) {
- uint boffset = offset + bone_attrib.w * stride;
- 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;
- pcolor += transforms.data[boffset + 2] * weight_attrib.w;
- }
- instance_custom = transforms.data[offset + 3];
- vertex = new_vertex;
- color *= pcolor;
- } else if (instancing == 1) {
- uint stride = 2 + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
- uint offset = stride * gl_InstanceIndex;
- 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));
- offset += 2;
- if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_COLORS)) {
- color *= transforms.data[offset];
- offset += 1;
- }
- if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
- }
- matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
- }
- #endif // USE_ATTRIBUTES
- float point_size = 1.0;
- #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(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_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
- if (canvas_data.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 = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
- #ifdef USE_POINT_SIZE
- gl_PointSize = point_size;
- #endif
- }
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #include "canvas_uniforms_inc.glsl"
- #ifndef USE_ATTRIBUTES
- layout(location = 4) in flat uint instance_index;
- #endif // USE_ATTRIBUTES
- layout(location = 0) in vec2 uv_interp;
- layout(location = 1) in vec4 color_interp;
- layout(location = 2) in vec2 vertex_interp;
- #ifdef USE_NINEPATCH
- layout(location = 3) in vec2 pixel_size_interp;
- #endif
- layout(location = 0) out vec4 frag_color;
- #ifdef MATERIAL_UNIFORMS_USED
- /* clang-format off */
- layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
- #MATERIAL_UNIFORMS
- } material;
- /* clang-format on */
- #endif
- vec2 screen_uv_to_sdf(vec2 p_uv) {
- return canvas_data.screen_to_sdf * p_uv;
- }
- float texture_sdf(vec2 p_sdf) {
- vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
- float d = texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv).r;
- d *= SDF_MAX_LENGTH;
- return d * canvas_data.tex_to_sdf;
- }
- vec2 texture_sdf_normal(vec2 p_sdf) {
- vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
- const float EPSILON = 0.001;
- return normalize(vec2(
- 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,
- 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));
- }
- vec2 sdf_to_screen_uv(vec2 p_sdf) {
- return p_sdf * canvas_data.sdf_to_screen;
- }
- #GLOBALS
- #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
- #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) {
- const InstanceData draw_data = instances.data[instance_index];
- 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 {
- draw_center -= 1 - int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT, 1));
- // 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
- 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;
- }
- }
- //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;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
- shadow /= 13.0;
- }
- vec4 shadow_color = unpackUnorm4x8(light_array.data[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.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
- }
- 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;
- #ifdef USE_ATTRIBUTES
- const InstanceData draw_data = instances.data[params.base_instance_index];
- #else
- const InstanceData draw_data = instances.data[instance_index];
- #endif // USE_ATTRIBUTES
- #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- #ifdef USE_NINEPATCH
- int draw_center = 2;
- uv = vec2(
- 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(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
- 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(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
- if (draw_center == 0) {
- color.a = 0.0;
- }
- uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
- #endif
- if (bool(draw_data.flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
- vec2 half_texpixel = draw_data.color_texture_pixel_size * 0.5;
- uv = clamp(uv, draw_data.src_rect.xy + half_texpixel, draw_data.src_rect.xy + abs(draw_data.src_rect.zw) - half_texpixel);
- }
- #endif
- #ifndef USE_PRIMITIVE
- if (bool(draw_data.flags & INSTANCE_FLAGS_USE_MSDF)) {
- float px_range = draw_data.ninepatch_margins.x;
- float outline_thickness = draw_data.ninepatch_margins.y;
- //float reserved1 = draw_data.ninepatch_margins.z;
- //float reserved2 = draw_data.ninepatch_margins.w;
- vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv);
- vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 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) {
- float cr = clamp(outline_thickness, 0.0, px_range / 2) / 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(draw_data.flags & INSTANCE_FLAGS_USE_LCD)) {
- vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), 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(sampler2D(color_texture, texture_sampler), uv);
- }
- uint light_count = draw_data.flags & 15u; //max 15 lights
- bool using_light = (light_count + canvas_data.directional_light_count) > 0;
- vec3 normal;
- #if defined(NORMAL_USED)
- bool normal_used = true;
- #else
- bool normal_used = false;
- #endif
- if (normal_used || (using_light && bool(params.batch_flags & BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED))) {
- normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- if (bool(draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
- normal.xy = normal.yx;
- }
- normal.xy *= sign(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(params.batch_flags & BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
- specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
- specular_shininess *= unpackUnorm4x8(params.specular_shininess);
- specular_shininess_used = true;
- } else {
- specular_shininess = vec4(1.0);
- }
- #if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
- #else
- vec2 screen_uv = vec2(0.0);
- #endif
- 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(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
- //convert by canvas transform
- normal = normalize((canvas_data.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_data.canvas_modulation;
- #endif
- #if !defined(MODE_UNSHADED)
- if (sc_use_lighting()) {
- // Directional Lights
- for (uint i = 0; i < canvas_data.directional_light_count; i++) {
- uint light_base = i;
- vec2 direction = light_array.data[light_base].position;
- vec4 light_color = light_array.data[light_base].color;
- #ifdef LIGHT_CODE_USED
- vec4 shadow_modulate = vec4(1.0);
- 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);
- #else
- if (normal_used) {
- vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[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.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
- 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.
- 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);
- 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 = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
- if (i >= light_count) {
- break;
- }
- uint light_base = bitfieldExtract(draw_data.lights[i >> 2], (int(i) & 0x3) * 8, 8);
- 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.
- vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[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(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
- vec4 light_base_color = light_array.data[light_base].color;
- #ifdef LIGHT_CODE_USED
- vec4 shadow_modulate = vec4(1.0);
- vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[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.data[light_base].position, light_array.data[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.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
- 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.
- 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 distance;
- if (pos_rot.y > 0) {
- if (pos_rot.x > 0) {
- tex_ofs = pos_box.y * 0.125 + 0.125;
- distance = shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
- distance = shadow_pos.y;
- }
- } else {
- if (pos_rot.x < 0) {
- tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
- distance = -shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
- distance = -shadow_pos.y;
- }
- }
- distance *= light_array.data[light_base].shadow_zfar_inv;
- //float distance = length(shadow_pos);
- vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 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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