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Merge pull request #6414 from RandomShaper/improve-shader-shadow

Expose additional light/shadow properties to canvas item shaders
Rémi Verschelde 9 years ago
parent
commit
80861b7d59

+ 2 - 2
drivers/gles2/rasterizer_gles2.cpp

@@ -4666,7 +4666,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 			enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
 		}
 		if (light_flags.uses_shadow_color) {
-			enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+			enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
 		}
 		if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
 			enablers.push_back("#define USE_TIME\n");
@@ -4709,7 +4709,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 			enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
 		}
 		if (light_flags.uses_shadow_color) {
-			enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+			enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
 		}
 
 		if (vertex_flags.uses_worldvec) {

+ 1 - 0
drivers/gles2/shader_compiler_gles2.cpp

@@ -904,6 +904,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"]="light_vec";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"]="light_height";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"]="light";
+	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"]="light_shadow_color";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"]="light_uv";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"]="light_out";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"]="shadow_color";

+ 2 - 2
drivers/gles2/shaders/canvas.glsl

@@ -244,7 +244,7 @@ FRAGMENT_SHADER_CODE
 
 	vec2 light_uv = light_uv_interp.xy;
 	vec4 light = texture2D(light_texture,light_uv) * light_color;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
 	vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
 #endif
 
@@ -380,7 +380,7 @@ LIGHT_SHADER_CODE
 
 #endif
 
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
 	color=mix(shadow_color,color,shadow_attenuation);
 #else
 	//color*=shadow_attenuation;

+ 2 - 2
drivers/gles2/shaders/material.glsl

@@ -1185,7 +1185,7 @@ FRAGMENT_SHADER_CODE
 		vec3 mdiffuse = diffuse.rgb;
 		vec3 light;
 
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
 		vec3 shadow_color=vec3(0.0,0.0,0.0);
 #endif
 
@@ -1209,7 +1209,7 @@ LIGHT_SHADER_CODE
 #endif
 		diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
 
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
 		diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
 #endif
 

+ 4 - 0
scene/resources/shader_graph.cpp

@@ -1483,6 +1483,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightHeight","LIGHT_HEIGHT","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","LIGHT_SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","LIGHT_SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
@@ -1490,6 +1492,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	//canvas item light out
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
 	//end
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
 

+ 1 - 0
servers/visual/shader_language.cpp

@@ -1180,6 +1180,7 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_light_builtins_defs[]={
 	{ "LIGHT_HEIGHT", TYPE_FLOAT},
 	{ "LIGHT_COLOR", TYPE_VEC4},
 	{ "LIGHT_UV", TYPE_VEC2},
+	{ "LIGHT_SHADOW", TYPE_VEC4},
 	{ "LIGHT", TYPE_VEC4},
 	{ "SHADOW", TYPE_VEC4},
 	{ "POINT_COORD", TYPE_VEC2},

+ 2 - 0
tools/editor/plugins/shader_graph_editor_plugin.cpp

@@ -2422,6 +2422,7 @@ void ShaderGraphView::_create_node(int p_id) {
 		colors.push_back("Color");
 		colors.push_back("LightColor");
 		colors.push_back("Light");
+		colors.push_back("ShadowColor");
 		colors.push_back("Diffuse");
 		colors.push_back("Specular");
 		colors.push_back("Emmision");
@@ -2434,6 +2435,7 @@ void ShaderGraphView::_create_node(int p_id) {
 		reals.push_back("ShadeParam");
 		reals.push_back("SpecularExp");
 		reals.push_back("LightAlpha");
+		reals.push_back("ShadowAlpha");
 		reals.push_back("PointSize");
 		reals.push_back("Discard");