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@@ -1,12 +1,11 @@
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[vertex]
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[vertex]
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-
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-layout(location=0) in highp vec2 vertex;
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-layout(location=3) in vec4 color_attrib;
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+layout(location = 0) in highp vec2 vertex;
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+layout(location = 3) in vec4 color_attrib;
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#ifdef USE_SKELETON
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#ifdef USE_SKELETON
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-layout(location=6) in uvec4 bone_indices; // attrib:6
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-layout(location=7) in vec4 bone_weights; // attrib:7
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+layout(location = 6) in uvec4 bone_indices; // attrib:6
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+layout(location = 7) in vec4 bone_weights; // attrib:7
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#endif
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#endif
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#ifdef USE_TEXTURE_RECT
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#ifdef USE_TEXTURE_RECT
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@@ -18,25 +17,24 @@ uniform vec4 src_rect;
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#ifdef USE_INSTANCING
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#ifdef USE_INSTANCING
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-layout(location=8) in highp vec4 instance_xform0;
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-layout(location=9) in highp vec4 instance_xform1;
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-layout(location=10) in highp vec4 instance_xform2;
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-layout(location=11) in lowp vec4 instance_color;
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+layout(location = 8) in highp vec4 instance_xform0;
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+layout(location = 9) in highp vec4 instance_xform1;
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+layout(location = 10) in highp vec4 instance_xform2;
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+layout(location = 11) in lowp vec4 instance_color;
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#ifdef USE_INSTANCE_CUSTOM
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#ifdef USE_INSTANCE_CUSTOM
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-layout(location=12) in highp vec4 instance_custom_data;
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+layout(location = 12) in highp vec4 instance_custom_data;
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#endif
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#endif
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#endif
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#endif
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-layout(location=4) in highp vec2 uv_attrib;
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+layout(location = 4) in highp vec2 uv_attrib;
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-//skeletn
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+// skeleton
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#endif
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#endif
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uniform highp vec2 color_texpixel_size;
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uniform highp vec2 color_texpixel_size;
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-
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layout(std140) uniform CanvasItemData { //ubo:0
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layout(std140) uniform CanvasItemData { //ubo:0
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highp mat4 projection_matrix;
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highp mat4 projection_matrix;
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@@ -46,7 +44,6 @@ layout(std140) uniform CanvasItemData { //ubo:0
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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uniform highp mat4 extra_matrix;
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-
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out highp vec2 uv_interp;
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out highp vec2 uv_interp;
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out mediump vec4 color_interp;
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out mediump vec4 color_interp;
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@@ -55,7 +52,6 @@ out mediump vec4 color_interp;
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out highp vec2 pixel_size_interp;
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out highp vec2 pixel_size_interp;
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#endif
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#endif
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-
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#ifdef USE_SKELETON
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#ifdef USE_SKELETON
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uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform;
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@@ -66,7 +62,7 @@ uniform highp mat4 skeleton_transform_inverse;
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layout(std140) uniform LightData { //ubo:1
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layout(std140) uniform LightData { //ubo:1
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- //light matrices
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+ // light matrices
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highp mat4 light_matrix;
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highp mat4 light_matrix;
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highp mat4 light_local_matrix;
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highp mat4 light_local_matrix;
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highp mat4 shadow_matrix;
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highp mat4 shadow_matrix;
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@@ -80,11 +76,9 @@ layout(std140) uniform LightData { //ubo:1
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highp float shadow_distance_mult;
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highp float shadow_distance_mult;
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};
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};
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-
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out vec4 light_uv_interp;
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out vec4 light_uv_interp;
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out vec2 transformed_light_uv;
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out vec2 transformed_light_uv;
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-
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out vec4 local_rot;
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out vec4 local_rot;
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#ifdef USE_SHADOWS
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#ifdef USE_SHADOWS
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@@ -101,7 +95,6 @@ uniform int h_frames;
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uniform int v_frames;
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uniform int v_frames;
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#endif
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#endif
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-
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#if defined(USE_MATERIAL)
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData { //ubo:2
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layout(std140) uniform UniformData { //ubo:2
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@@ -112,7 +105,6 @@ MATERIAL_UNIFORMS
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#endif
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#endif
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-
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VERTEX_SHADER_GLOBALS
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VERTEX_SHADER_GLOBALS
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void main() {
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void main() {
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@@ -120,8 +112,8 @@ void main() {
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vec4 color = color_attrib;
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vec4 color = color_attrib;
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#ifdef USE_INSTANCING
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#ifdef USE_INSTANCING
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- mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
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- color*=instance_color;
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+ mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
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+ color *= instance_color;
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vec4 instance_custom = instance_custom_data;
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vec4 instance_custom = instance_custom_data;
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#else
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#else
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@@ -136,29 +128,27 @@ void main() {
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} else {
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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}
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- highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0);
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+ highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0);
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#else
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#else
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uv_interp = uv_attrib;
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uv_interp = uv_attrib;
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- highp vec4 outvec = vec4(vertex,0.0,1.0);
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+ highp vec4 outvec = vec4(vertex, 0.0, 1.0);
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#endif
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#endif
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-
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#ifdef USE_PARTICLES
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#ifdef USE_PARTICLES
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//scale by texture size
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//scale by texture size
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- outvec.xy/=color_texpixel_size;
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+ outvec.xy /= color_texpixel_size;
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//compute h and v frames and adjust UV interp for animation
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//compute h and v frames and adjust UV interp for animation
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int total_frames = h_frames * v_frames;
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int total_frames = h_frames * v_frames;
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- int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1);
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- float frame_w = 1.0/float(h_frames);
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- float frame_h = 1.0/float(v_frames);
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+ int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1);
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+ float frame_w = 1.0 / float(h_frames);
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+ float frame_h = 1.0 / float(v_frames);
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uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
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uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
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uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames);
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uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames);
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#endif
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#endif
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-
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#define extra_matrix extra_matrix2
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#define extra_matrix extra_matrix2
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{
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{
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@@ -167,10 +157,9 @@ VERTEX_SHADER_CODE
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}
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}
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-
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#ifdef USE_NINEPATCH
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#ifdef USE_NINEPATCH
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- pixel_size_interp=abs(dst_rect.zw) * vertex;
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+ pixel_size_interp = abs(dst_rect.zw) * vertex;
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#endif
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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#if !defined(SKIP_TRANSFORM_USED)
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@@ -184,47 +173,46 @@ VERTEX_SHADER_CODE
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#ifdef USE_PIXEL_SNAP
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#ifdef USE_PIXEL_SNAP
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- outvec.xy=floor(outvec+0.5).xy;
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+ outvec.xy = floor(outvec + 0.5).xy;
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#endif
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#endif
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-
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#ifdef USE_SKELETON
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#ifdef USE_SKELETON
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- if (bone_weights!=vec4(0.0)){ //must be a valid bone
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+ if (bone_weights != vec4(0.0)) { //must be a valid bone
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//skeleton transform
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//skeleton transform
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ivec4 bone_indicesi = ivec4(bone_indices);
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ivec4 bone_indicesi = ivec4(bone_indices);
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- ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
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+ ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2);
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- highp mat2x4 m = mat2x4(
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- texelFetch(skeleton_texture,tex_ofs,0),
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- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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- ) * bone_weights.x;
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+ highp mat2x4 m;
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+ m = mat2x4(
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+ texelFetch(skeleton_texture, tex_ofs, 0),
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+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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+ * bone_weights.x;
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- tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
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+ tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
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- m+= mat2x4(
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- texelFetch(skeleton_texture,tex_ofs,0),
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- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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- ) * bone_weights.y;
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+ m += mat2x4(
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+ texelFetch(skeleton_texture, tex_ofs, 0),
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+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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+ * bone_weights.y;
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- tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
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+ tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
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- m+= mat2x4(
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- texelFetch(skeleton_texture,tex_ofs,0),
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- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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- ) * bone_weights.z;
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+ m += mat2x4(
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+ texelFetch(skeleton_texture, tex_ofs, 0),
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+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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+ * bone_weights.z;
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+ tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
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- tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
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+ m += mat2x4(
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+ texelFetch(skeleton_texture, tex_ofs, 0),
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+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
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+ * bone_weights.w;
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- m+= mat2x4(
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- texelFetch(skeleton_texture,tex_ofs,0),
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- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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- ) * bone_weights.w;
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-
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- mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))) * skeleton_transform_inverse;
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+ mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse;
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outvec = bone_matrix * outvec;
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outvec = bone_matrix * outvec;
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}
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}
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@@ -236,45 +224,37 @@ VERTEX_SHADER_CODE
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#ifdef USE_LIGHTING
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.xy = (light_matrix * outvec).xy;
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- light_uv_interp.zw =(light_local_matrix * outvec).xy;
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+ light_uv_interp.zw = (light_local_matrix * outvec).xy;
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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- transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping
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+ transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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#ifdef USE_SHADOWS
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- pos=outvec.xy;
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+ pos = outvec.xy;
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#endif
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#endif
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-
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- local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
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- local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy );
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+ local_rot.xy = normalize((modelview_matrix * (extra_matrix * vec4(1.0, 0.0, 0.0, 0.0))).xy);
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+ local_rot.zw = normalize((modelview_matrix * (extra_matrix * vec4(0.0, 1.0, 0.0, 0.0))).xy);
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#ifdef USE_TEXTURE_RECT
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#ifdef USE_TEXTURE_RECT
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- local_rot.xy*=sign(src_rect.z);
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- local_rot.zw*=sign(src_rect.w);
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+ local_rot.xy *= sign(src_rect.z);
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+ local_rot.zw *= sign(src_rect.w);
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#endif
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#endif
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-
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-
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#endif
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#endif
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-
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}
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}
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[fragment]
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[fragment]
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-
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-
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uniform mediump sampler2D color_texture; // texunit:0
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uniform mediump sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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uniform mediump sampler2D normal_texture; // texunit:1
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-
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in highp vec2 uv_interp;
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in highp vec2 uv_interp;
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in mediump vec4 color_interp;
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in mediump vec4 color_interp;
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-
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#if defined(SCREEN_TEXTURE_USED)
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#if defined(SCREEN_TEXTURE_USED)
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uniform sampler2D screen_texture; // texunit:-3
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uniform sampler2D screen_texture; // texunit:-3
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@@ -292,7 +272,6 @@ layout(std140) uniform CanvasItemData {
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highp float time;
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highp float time;
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};
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};
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-
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#ifdef USE_LIGHTING
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData {
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layout(std140) uniform LightData {
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@@ -314,10 +293,8 @@ uniform lowp sampler2D light_texture; // texunit:-1
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in vec4 light_uv_interp;
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in vec4 light_uv_interp;
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|
in vec2 transformed_light_uv;
|
|
in vec2 transformed_light_uv;
|
|
|
|
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|
-
|
|
|
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in vec4 local_rot;
|
|
in vec4 local_rot;
|
|
|
|
|
|
-
|
|
|
|
#ifdef USE_SHADOWS
|
|
#ifdef USE_SHADOWS
|
|
|
|
|
|
uniform highp sampler2D shadow_texture; // texunit:-2
|
|
uniform highp sampler2D shadow_texture; // texunit:-2
|
|
@@ -332,11 +309,7 @@ const bool at_light_pass = false;
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|
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uniform mediump vec4 final_modulate;
|
|
uniform mediump vec4 final_modulate;
|
|
|
|
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|
-
|
|
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|
-
|
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-
|
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-layout(location=0) out mediump vec4 frag_color;
|
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-
|
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+layout(location = 0) out mediump vec4 frag_color;
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|
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#if defined(USE_MATERIAL)
|
|
#if defined(USE_MATERIAL)
|
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|
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|
@@ -351,25 +324,24 @@ MATERIAL_UNIFORMS
|
|
FRAGMENT_SHADER_GLOBALS
|
|
FRAGMENT_SHADER_GLOBALS
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|
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void light_compute(
|
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void light_compute(
|
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- inout vec4 light,
|
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|
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- inout vec2 light_vec,
|
|
|
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- inout float light_height,
|
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|
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- inout vec4 light_color,
|
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- vec2 light_uv,
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- inout vec4 shadow_color,
|
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- vec3 normal,
|
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- vec2 uv,
|
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+ inout vec4 light,
|
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|
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+ inout vec2 light_vec,
|
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+ inout float light_height,
|
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|
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+ inout vec4 light_color,
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|
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+ vec2 light_uv,
|
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|
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+ inout vec4 shadow_color,
|
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|
|
+ vec3 normal,
|
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+ vec2 uv,
|
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#if defined(SCREEN_UV_USED)
|
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#if defined(SCREEN_UV_USED)
|
|
- vec2 screen_uv,
|
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|
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+ vec2 screen_uv,
|
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#endif
|
|
#endif
|
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- vec4 color) {
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+ vec4 color) {
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#if defined(USE_LIGHT_SHADER_CODE)
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|
#if defined(USE_LIGHT_SHADER_CODE)
|
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LIGHT_SHADER_CODE
|
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LIGHT_SHADER_CODE
|
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#endif
|
|
#endif
|
|
-
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}
|
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}
|
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|
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|
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#ifdef USE_TEXTURE_RECT
|
|
#ifdef USE_TEXTURE_RECT
|
|
@@ -385,48 +357,44 @@ in highp vec2 pixel_size_interp;
|
|
uniform int np_repeat_v;
|
|
uniform int np_repeat_v;
|
|
uniform int np_repeat_h;
|
|
uniform int np_repeat_h;
|
|
uniform bool np_draw_center;
|
|
uniform bool np_draw_center;
|
|
-//left top right bottom in pixel coordinates
|
|
|
|
|
|
+// left top right bottom in pixel coordinates
|
|
uniform vec4 np_margins;
|
|
uniform vec4 np_margins;
|
|
|
|
|
|
|
|
+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 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;
|
|
|
|
|
|
+ float tex_size = 1.0 / tex_pixel_size;
|
|
|
|
|
|
if (pixel < margin_begin) {
|
|
if (pixel < margin_begin) {
|
|
return pixel * tex_pixel_size;
|
|
return pixel * tex_pixel_size;
|
|
- } else if (pixel >= draw_size-margin_end) {
|
|
|
|
- return (tex_size-(draw_size-pixel)) * tex_pixel_size;
|
|
|
|
|
|
+ } else if (pixel >= draw_size - margin_end) {
|
|
|
|
+ return (tex_size - (draw_size - pixel)) * tex_pixel_size;
|
|
} else {
|
|
} else {
|
|
- if (!np_draw_center){
|
|
|
|
|
|
+ if (!np_draw_center) {
|
|
draw_center--;
|
|
draw_center--;
|
|
}
|
|
}
|
|
|
|
|
|
- if (np_repeat==0) { //stretch
|
|
|
|
|
|
+ if (np_repeat == 0) { //stretch
|
|
//convert to ratio
|
|
//convert to ratio
|
|
float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
|
|
float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
|
|
//scale to source texture
|
|
//scale to source texture
|
|
return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
|
|
return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
|
|
- } else if (np_repeat==1) { //tile
|
|
|
|
|
|
+ } else if (np_repeat == 1) { //tile
|
|
//convert to ratio
|
|
//convert to ratio
|
|
float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
|
|
float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
|
|
//scale to source texture
|
|
//scale to source texture
|
|
return (margin_begin + ofs) * tex_pixel_size;
|
|
return (margin_begin + ofs) * tex_pixel_size;
|
|
- } else if (np_repeat==2) { //tile fit
|
|
|
|
|
|
+ } else if (np_repeat == 2) { //tile fit
|
|
//convert to ratio
|
|
//convert to ratio
|
|
float src_area = draw_size - margin_begin - margin_end;
|
|
float src_area = draw_size - margin_begin - margin_end;
|
|
float dst_area = tex_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));
|
|
|
|
|
|
+ float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
|
|
|
|
|
|
//convert to ratio
|
|
//convert to ratio
|
|
float ratio = (pixel - margin_begin) / src_area;
|
|
float ratio = (pixel - margin_begin) / src_area;
|
|
- ratio = mod(ratio * scale,1.0);
|
|
|
|
|
|
+ ratio = mod(ratio * scale, 1.0);
|
|
return (margin_begin + ratio * dst_area) * tex_pixel_size;
|
|
return (margin_begin + ratio * dst_area) * tex_pixel_size;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
-
|
|
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|
|
#endif
|
|
@@ -443,42 +411,39 @@ void main() {
|
|
|
|
|
|
#ifdef USE_NINEPATCH
|
|
#ifdef USE_NINEPATCH
|
|
|
|
|
|
- int draw_center=2;
|
|
|
|
|
|
+ int draw_center = 2;
|
|
uv = vec2(
|
|
uv = vec2(
|
|
- map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center),
|
|
|
|
- map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center)
|
|
|
|
- );
|
|
|
|
|
|
+ map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center),
|
|
|
|
+ map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center));
|
|
|
|
|
|
- if (draw_center==0) {
|
|
|
|
- color.a=0.0;
|
|
|
|
|
|
+ if (draw_center == 0) {
|
|
|
|
+ color.a = 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
- uv = uv*src_rect.zw+src_rect.xy; //apply region if needed
|
|
|
|
|
|
+ uv = uv * src_rect.zw + src_rect.xy; //apply region if needed
|
|
#endif
|
|
#endif
|
|
|
|
|
|
if (clip_rect_uv) {
|
|
if (clip_rect_uv) {
|
|
|
|
|
|
- uv = clamp(uv,src_rect.xy,src_rect.xy+abs(src_rect.zw));
|
|
|
|
|
|
+ uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw));
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#if !defined(COLOR_USED)
|
|
#if !defined(COLOR_USED)
|
|
-//default behavior, texture by color
|
|
|
|
|
|
+ //default behavior, texture by color
|
|
|
|
|
|
#ifdef USE_DISTANCE_FIELD
|
|
#ifdef USE_DISTANCE_FIELD
|
|
- const float smoothing = 1.0/32.0;
|
|
|
|
- float distance = textureLod(color_texture, uv,0.0).a;
|
|
|
|
|
|
+ const float smoothing = 1.0 / 32.0;
|
|
|
|
+ float distance = textureLod(color_texture, uv, 0.0).a;
|
|
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
|
|
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
|
|
#else
|
|
#else
|
|
- color *= texture( color_texture, uv );
|
|
|
|
|
|
+ color *= texture(color_texture, uv);
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
-
|
|
|
|
vec3 normal;
|
|
vec3 normal;
|
|
|
|
|
|
#if defined(NORMAL_USED)
|
|
#if defined(NORMAL_USED)
|
|
@@ -489,59 +454,52 @@ void main() {
|
|
#endif
|
|
#endif
|
|
|
|
|
|
if (use_default_normal) {
|
|
if (use_default_normal) {
|
|
- normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0;
|
|
|
|
- normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
|
|
|
|
- normal_used=true;
|
|
|
|
|
|
+ normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0;
|
|
|
|
+ normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
|
|
|
+ normal_used = true;
|
|
} else {
|
|
} else {
|
|
- normal = vec3(0.0,0.0,1.0);
|
|
|
|
|
|
+ normal = vec3(0.0, 0.0, 1.0);
|
|
}
|
|
}
|
|
|
|
|
|
-
|
|
|
|
-
|
|
|
|
#if defined(SCREEN_UV_USED)
|
|
#if defined(SCREEN_UV_USED)
|
|
- vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
|
|
|
|
|
|
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
-{
|
|
|
|
- float normal_depth=1.0;
|
|
|
|
|
|
+ {
|
|
|
|
+ float normal_depth = 1.0;
|
|
|
|
|
|
#if defined(NORMALMAP_USED)
|
|
#if defined(NORMALMAP_USED)
|
|
- vec3 normal_map=vec3(0.0,0.0,1.0);
|
|
|
|
|
|
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
|
|
#endif
|
|
#endif
|
|
|
|
|
|
FRAGMENT_SHADER_CODE
|
|
FRAGMENT_SHADER_CODE
|
|
|
|
|
|
#if defined(NORMALMAP_USED)
|
|
#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 );
|
|
|
|
|
|
+ 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
|
|
#endif
|
|
-
|
|
|
|
-}
|
|
|
|
|
|
+ }
|
|
#ifdef DEBUG_ENCODED_32
|
|
#ifdef DEBUG_ENCODED_32
|
|
- highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
|
|
|
|
- color = vec4(vec3(enc32),1.0);
|
|
|
|
|
|
+ highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
|
|
|
|
+ color = vec4(vec3(enc32), 1.0);
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
- color*=final_modulate;
|
|
|
|
-
|
|
|
|
-
|
|
|
|
|
|
+ color *= final_modulate;
|
|
|
|
|
|
#ifdef USE_LIGHTING
|
|
#ifdef USE_LIGHTING
|
|
|
|
|
|
vec2 light_vec = transformed_light_uv;
|
|
vec2 light_vec = transformed_light_uv;
|
|
|
|
|
|
if (normal_used) {
|
|
if (normal_used) {
|
|
- normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
|
|
|
|
|
|
+ normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
|
|
}
|
|
}
|
|
|
|
|
|
- float att=1.0;
|
|
|
|
|
|
+ float att = 1.0;
|
|
|
|
|
|
vec2 light_uv = light_uv_interp.xy;
|
|
vec2 light_uv = light_uv_interp.xy;
|
|
- vec4 light = texture(light_texture,light_uv);
|
|
|
|
|
|
+ vec4 light = texture(light_texture, light_uv);
|
|
|
|
|
|
- if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
|
|
|
|
- color.a*=light_outside_alpha; //invisible
|
|
|
|
|
|
+ if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
|
|
|
|
+ color.a *= light_outside_alpha; //invisible
|
|
|
|
|
|
} else {
|
|
} else {
|
|
float real_light_height = light_height;
|
|
float real_light_height = light_height;
|
|
@@ -549,178 +507,176 @@ FRAGMENT_SHADER_CODE
|
|
vec4 real_light_shadow_color = light_shadow_color;
|
|
vec4 real_light_shadow_color = light_shadow_color;
|
|
|
|
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
-//light is written by the light shader
|
|
|
|
|
|
+ //light is written by the light shader
|
|
light_compute(
|
|
light_compute(
|
|
- light,
|
|
|
|
- light_vec,
|
|
|
|
- real_light_height,
|
|
|
|
- real_light_color,
|
|
|
|
- light_uv,
|
|
|
|
- real_light_shadow_color,
|
|
|
|
- normal,
|
|
|
|
- uv,
|
|
|
|
|
|
+ light,
|
|
|
|
+ light_vec,
|
|
|
|
+ real_light_height,
|
|
|
|
+ real_light_color,
|
|
|
|
+ light_uv,
|
|
|
|
+ real_light_shadow_color,
|
|
|
|
+ normal,
|
|
|
|
+ uv,
|
|
#if defined(SCREEN_UV_USED)
|
|
#if defined(SCREEN_UV_USED)
|
|
- screen_uv,
|
|
|
|
|
|
+ screen_uv,
|
|
#endif
|
|
#endif
|
|
- color);
|
|
|
|
|
|
+ color);
|
|
#endif
|
|
#endif
|
|
|
|
|
|
light *= real_light_color;
|
|
light *= real_light_color;
|
|
|
|
|
|
if (normal_used) {
|
|
if (normal_used) {
|
|
- vec3 light_normal = normalize(vec3(light_vec,-real_light_height));
|
|
|
|
- light*=max(dot(-light_normal,normal),0.0);
|
|
|
|
|
|
+ vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
|
|
|
|
+ light *= max(dot(-light_normal, normal), 0.0);
|
|
}
|
|
}
|
|
|
|
|
|
- color*=light;
|
|
|
|
|
|
+ color *= light;
|
|
|
|
|
|
#ifdef USE_SHADOWS
|
|
#ifdef USE_SHADOWS
|
|
light_vec = light_uv_interp.zw; //for shadows
|
|
light_vec = light_uv_interp.zw; //for shadows
|
|
- float angle_to_light = -atan(light_vec.x,light_vec.y);
|
|
|
|
|
|
+ float angle_to_light = -atan(light_vec.x, light_vec.y);
|
|
float PI = 3.14159265358979323846264;
|
|
float PI = 3.14159265358979323846264;
|
|
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
|
|
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
|
|
float ang*/
|
|
float ang*/
|
|
|
|
|
|
- float su,sz;
|
|
|
|
|
|
+ float su, sz;
|
|
|
|
|
|
float abs_angle = abs(angle_to_light);
|
|
float abs_angle = abs(angle_to_light);
|
|
vec2 point;
|
|
vec2 point;
|
|
float sh;
|
|
float sh;
|
|
- if (abs_angle<45.0*PI/180.0) {
|
|
|
|
|
|
+ if (abs_angle < 45.0 * PI / 180.0) {
|
|
point = light_vec;
|
|
point = light_vec;
|
|
- sh=0.0+(1.0/8.0);
|
|
|
|
- } else if (abs_angle>135.0*PI/180.0) {
|
|
|
|
|
|
+ sh = 0.0 + (1.0 / 8.0);
|
|
|
|
+ } else if (abs_angle > 135.0 * PI / 180.0) {
|
|
point = -light_vec;
|
|
point = -light_vec;
|
|
- sh = 0.5+(1.0/8.0);
|
|
|
|
- } else if (angle_to_light>0.0) {
|
|
|
|
|
|
+ sh = 0.5 + (1.0 / 8.0);
|
|
|
|
+ } else if (angle_to_light > 0.0) {
|
|
|
|
|
|
- point = vec2(light_vec.y,-light_vec.x);
|
|
|
|
- sh = 0.25+(1.0/8.0);
|
|
|
|
|
|
+ point = vec2(light_vec.y, -light_vec.x);
|
|
|
|
+ sh = 0.25 + (1.0 / 8.0);
|
|
} else {
|
|
} else {
|
|
|
|
|
|
- point = vec2(-light_vec.y,light_vec.x);
|
|
|
|
- sh = 0.75+(1.0/8.0);
|
|
|
|
-
|
|
|
|
|
|
+ point = vec2(-light_vec.y, light_vec.x);
|
|
|
|
+ sh = 0.75 + (1.0 / 8.0);
|
|
}
|
|
}
|
|
|
|
|
|
-
|
|
|
|
- highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
|
|
|
|
- s.xyz/=s.w;
|
|
|
|
- su=s.x*0.5+0.5;
|
|
|
|
- sz=s.z*0.5+0.5;
|
|
|
|
|
|
+ highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
|
|
|
|
+ s.xyz /= s.w;
|
|
|
|
+ su = s.x * 0.5 + 0.5;
|
|
|
|
+ sz = s.z * 0.5 + 0.5;
|
|
//sz=lightlength(light_vec);
|
|
//sz=lightlength(light_vec);
|
|
|
|
|
|
- highp float shadow_attenuation=0.0;
|
|
|
|
|
|
+ highp float shadow_attenuation = 0.0;
|
|
|
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
#ifdef USE_RGBA_SHADOWS
|
|
|
|
|
|
-#define SHADOW_DEPTH(m_tex,m_uv) dot(texture((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
|
|
|
|
|
|
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
|
|
|
|
|
|
#else
|
|
#else
|
|
|
|
|
|
-#define SHADOW_DEPTH(m_tex,m_uv) (texture((m_tex),(m_uv)).r)
|
|
|
|
|
|
+#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r)
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_USE_GRADIENT
|
|
#ifdef SHADOW_USE_GRADIENT
|
|
|
|
|
|
-#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); }
|
|
|
|
|
|
+#define SHADOW_TEST(m_ofs) \
|
|
|
|
+ { \
|
|
|
|
+ highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
|
|
|
|
+ shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
|
|
|
|
+ }
|
|
|
|
|
|
#else
|
|
#else
|
|
|
|
|
|
-#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); }
|
|
|
|
|
|
+#define SHADOW_TEST(m_ofs) \
|
|
|
|
+ { \
|
|
|
|
+ highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
|
|
|
|
+ shadow_attenuation += step(sz, sd); \
|
|
|
|
+ }
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_FILTER_NEAREST
|
|
#ifdef SHADOW_FILTER_NEAREST
|
|
|
|
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_FILTER_PCF3
|
|
#ifdef SHADOW_FILTER_PCF3
|
|
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size);
|
|
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
- SHADOW_TEST(su-shadowpixel_size);
|
|
|
|
- shadow_attenuation/=3.0;
|
|
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size);
|
|
|
|
+ shadow_attenuation /= 3.0;
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_FILTER_PCF5
|
|
#ifdef SHADOW_FILTER_PCF5
|
|
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size);
|
|
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
- SHADOW_TEST(su-shadowpixel_size);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*2.0);
|
|
|
|
- shadow_attenuation/=5.0;
|
|
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
|
|
+ shadow_attenuation /= 5.0;
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_FILTER_PCF7
|
|
#ifdef SHADOW_FILTER_PCF7
|
|
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*3.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size);
|
|
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
- SHADOW_TEST(su-shadowpixel_size);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*3.0);
|
|
|
|
- shadow_attenuation/=7.0;
|
|
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
|
|
+ shadow_attenuation /= 7.0;
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
-
|
|
|
|
#ifdef SHADOW_FILTER_PCF9
|
|
#ifdef SHADOW_FILTER_PCF9
|
|
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*4.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*3.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size);
|
|
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
- SHADOW_TEST(su-shadowpixel_size);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*3.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*4.0);
|
|
|
|
- shadow_attenuation/=9.0;
|
|
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
|
|
+ shadow_attenuation /= 9.0;
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#ifdef SHADOW_FILTER_PCF13
|
|
#ifdef SHADOW_FILTER_PCF13
|
|
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*6.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*5.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*4.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*3.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su+shadowpixel_size);
|
|
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 6.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 5.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su);
|
|
- SHADOW_TEST(su-shadowpixel_size);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*2.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*3.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*4.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*5.0);
|
|
|
|
- SHADOW_TEST(su-shadowpixel_size*6.0);
|
|
|
|
- shadow_attenuation/=13.0;
|
|
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 5.0);
|
|
|
|
+ SHADOW_TEST(su - shadowpixel_size * 6.0);
|
|
|
|
+ shadow_attenuation /= 13.0;
|
|
|
|
|
|
#endif
|
|
#endif
|
|
|
|
|
|
- //color*=shadow_attenuation;
|
|
|
|
- color=mix(real_light_shadow_color,color,shadow_attenuation);
|
|
|
|
|
|
+ //color *= shadow_attenuation;
|
|
|
|
+ color = mix(real_light_shadow_color, color, shadow_attenuation);
|
|
//use shadows
|
|
//use shadows
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
//use lighting
|
|
//use lighting
|
|
#endif
|
|
#endif
|
|
- //color.rgb*=color.a;
|
|
|
|
|
|
+ //color.rgb *= color.a;
|
|
frag_color = color;
|
|
frag_color = color;
|
|
-
|
|
|
|
}
|
|
}
|