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- /* clang-format off */
- [vertex]
- /* clang-format on */
- #version 450
- /* clang-format off */
- VERSION_DEFINES
- /* clang-format on */
- #ifdef USE_ATTRIBUTES
- layout(location = 0) in vec2 vertex_attrib;
- layout(location = 3) in vec4 color_attrib;
- layout(location = 4) in vec2 uv_attrib;
- layout(location = 6) in uvec4 bone_indices_attrib;
- layout(location = 7) in vec4 bone_weights_attrib;
- #endif
- #include "canvas_uniforms_inc.glsl"
- 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 USE_MATERIAL_UNIFORMS
- layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
- /* clang-format off */
- MATERIAL_UNIFORMS
- /* clang-format on */
- } material;
- #endif
- /* clang-format off */
- VERTEX_SHADER_GLOBALS
- /* clang-format on */
- void main() {
- vec4 instance_custom = vec4(0.0);
- #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 bone_indices = uvec4(0,0,0,0);
- vec4 bone_weights = vec4(0,0,0,0);
- #elif defined(USE_ATTRIBUTES)
- vec2 vertex = vertex_attrib;
- vec4 color = color_attrib;
- vec2 uv = uv_attrib;
- uvec4 bone_indices = bone_indices_attrib;
- vec4 bone_weights = bone_weights_attrib;
- #else
- 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&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 bone_indices = uvec4(0,0,0,0);
- vec4 bone_weights = vec4(0,0,0,0);
- #endif
- mat4 world_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));
- #if 0
- if (draw_data.flags&FLAGS_INSTANCING_ENABLED) {
- uint offset = draw_data.flags&FLAGS_INSTANCING_STRIDE_MASK;
- offset *= gl_InstanceIndex;
- mat4 instance_xform = mat4(
- vec4( texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),0.0,texelFetch(instancing_buffer,offset+3) ),
- vec4( texelFetch(instancing_buffer,offset+4),texelFetch(instancing_buffer,offset+5),0.0,texelFetch(instancing_buffer,offset+7) ),
- vec4( 0.0,0.0,1.0,0.0),
- vec4( 0.0,0.0,0.0,1.0 ) );
- offset+=8;
- if ( draw_data.flags&FLAGS_INSTANCING_HAS_COLORS ) {
- vec4 instance_color;
- if (draw_data.flags&FLAGS_INSTANCING_COLOR_8_BIT ) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
- instance_color = unpackUnorm4x8(bits);
- offset+=1;
- } else {
- instance_color = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
- offser+=4;
- }
- color*=instance_color;
- }
- if ( draw_data.flags&FLAGS_INSTANCING_HAS_CUSTOM_DATA ) {
- if (draw_data.flags&FLAGS_INSTANCING_CUSTOM_DATA_8_BIT ) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer,offset));
- instance_custom = unpackUnorm4x8(bits);
- } else {
- instance_custom = vec4(texelFetch(instancing_buffer,offset+0),texelFetch(instancing_buffer,offset+1),texelFetch(instancing_buffer,offset+2),texelFetch(instancing_buffer,offset+3));
- }
- }
- }
- #endif
- #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- if (bool(draw_data.flags&FLAGS_USING_PARTICLES)) {
- //scale by texture size
- vertex /= draw_data.color_texture_pixel_size;
- }
- #endif
- #ifdef USE_POINT_SIZE
- float point_size = 1.0;
- #endif
- {
- /* clang-format off */
- VERTEX_SHADER_CODE
- /* clang-format on */
- }
- #ifdef USE_NINEPATCH
- pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
- #endif
- #if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex,0.0,1.0)).xy;
- #endif
- color_interp = color;
- if (bool(draw_data.flags&FLAGS_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;
- }
- #ifdef USE_ATTRIBUTES
- #if 0
- if (bool(draw_data.flags&FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
- uvec2 tex_ofs = bone_indicesi.x *2;
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs+0),
- texelFetch(skeleton_buffer, tex_ofs+1) ) *
- bone_weights.x;
- tex_ofs = bone_indicesi.y * 2;
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs+0),
- texelFetch(skeleton_buffer, tex_ofs+1) ) *
- bone_weights.y;
- tex_ofs = bone_indicesi.z * 2;
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs+0),
- texelFetch(skeleton_buffer, tex_ofs+1) ) *
- bone_weights.z;
- tex_ofs = bone_indicesi.w * 2;
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs+0),
- texelFetch(skeleton_buffer, tex_ofs+1) ) *
- bone_weights.w;
- mat4 bone_matrix = skeleton_data.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_data.skeleton_transform_inverse;
- //outvec = bone_matrix * outvec;
- }
- #endif
- #endif
- vertex = (canvas_data.canvas_transform * vec4(vertex,0.0,1.0)).xy;
- 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
- }
- /* clang-format off */
- [fragment]
- #version 450
- /* clang-format off */
- VERSION_DEFINES
- /* clang-format on */
- #include "canvas_uniforms_inc.glsl"
- 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 USE_MATERIAL_UNIFORMS
- layout(set = 1, binding = 1, std140) uniform MaterialUniforms {
- /* clang-format off */
- MATERIAL_UNIFORMS
- /* clang-format on */
- } material;
- #endif
- /* clang-format off */
- FRAGMENT_SHADER_GLOBALS
- /* clang-format on */
- #ifdef LIGHT_SHADER_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) {
- vec4 light = vec4(0.0);
- /* clang-format off */
- LIGHT_SHADER_CODE
- /* clang-format on */
- 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) {
- 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(draw_data.flags&FLAGS_NINEPACH_DRAW_CENTER)) {
- draw_center--;
- }
- 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 ratio
- 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
- //convert to ratio
- 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);
- return (margin_begin + ratio * dst_area) * tex_pixel_size;
- }
- }
- }
- #endif
- 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(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),
- 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));
- 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&FLAGS_CLIP_RECT_UV)) {
- uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
- }
- #endif
- color *= texture(sampler2D(color_texture,texture_sampler), uv);
- uint light_count = (draw_data.flags>>FLAGS_LIGHT_COUNT_SHIFT)&0xF; //max 16 lights
- vec3 normal;
- #if defined(NORMAL_USED)
- bool normal_used = true;
- #else
- bool normal_used = false;
- #endif
- if (normal_used || (light_count > 0 && bool(draw_data.flags&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);
- normal.z = sqrt(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 || (light_count > 0 && normal_used && bool(draw_data.flags&FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
- specular_shininess = texture(sampler2D(specular_texture,texture_sampler ), uv);
- specular_shininess *= unpackUnorm4x8(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 * 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_depth = 1.0;
- #if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
- #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
- }
- 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;
- if (bool(draw_data.flags&FLAGS_USING_LIGHT_MASK)) {
- color=vec4(0.0); //inivisible by default due to using light mask
- }
- color*=canvas_data.canvas_modulation;
- #ifdef USE_LIGHTING
- for(uint i=0;i<MAX_LIGHT_TEXTURES;i++) {
- if (i>=light_count) {
- break;
- }
- uint light_base;
- if (i<8) {
- if (i<4) {
- light_base=draw_data.lights[0];
- } else {
- light_base=draw_data.lights[1];
- }
- } else {
- if (i<12) {
- light_base=draw_data.lights[2];
- } else {
- light_base=draw_data.lights[3];
- }
- }
- light_base>>=(i&3)*8;
- light_base&=0xFF;
- vec2 tex_uv = (vec4(vertex,0.0,1.0) * mat4(light_array.data[light_base].matrix[0],light_array.data[light_base].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 light_color = texture(sampler2D(light_textures[i],texture_sampler),tex_uv);
- vec4 light_base_color = light_array.data[light_base].color;
- #ifdef LIGHT_SHADER_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,color,uv);
- #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);
- 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);
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
- }
- #endif
- 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
- light_color.a = 0.0;
- }
- if (bool(light_array.data[light_base].flags&LIGHT_FLAGS_HAS_SHADOW)) {
- 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;
- }
- }
- //float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags&LIGHT_FLAGS_FILTER_MASK;
- vec4 shadow_uv = vec4(tex_ofs,0.0,distance,1.0);
- if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).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 += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).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 += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*6.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv-shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i],shadow_sampler),shadow_uv+shadow_pixel_size*6.0).x;
- shadow/=13.0;
- }
- vec4 shadow_color = light_array.data[light_base].shadow_color;
- #ifdef LIGHT_SHADER_CODE_USED
- shadow_color*=shadow_modulate;
- #endif
- light_color = mix(light_color,shadow_color,shadow);
- }
- 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;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a*=base_color.a;
- color.rgb=mix(color.rgb,light_color.rgb,light_color.a);
- } break;
- }
- }
- #endif
- frag_color = color;
- }
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