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Merge pull request #2752 from SaracenOne/shadow_color

New shader feature: change the colour of shadows on a per-material basis
Rémi Verschelde 9 년 전
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aa30e01f26

+ 3 - 0
drivers/gles2/rasterizer_gles2.cpp

@@ -4641,6 +4641,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 		if (light_flags.uses_light) {
 			enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
 		}
+		if (light_flags.uses_shadow_color) {
+			enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+		}
 		if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
 			enablers.push_back("#define USE_TIME\n");
 			uses_time=true;

+ 8 - 2
drivers/gles2/shader_compiler_gles2.cpp

@@ -221,6 +221,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 					uses_light=true;
 				}
 
+				if (vnode->name==vname_shadow) {
+					uses_shadow_color=true;
+				}
+
 			}
 			if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
 
@@ -783,13 +787,14 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	replace_table["texscreen"]= "texscreen";
 	replace_table["texpos"]= "texpos";
 
-	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position";
+
 
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"]="tangent_in";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"]="binormalf";
-
+	
+	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"]="vertex_interp";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"]="normal_interp";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"]="tangent_interp";
@@ -858,6 +863,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"]="light";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"]="gl_PointCoord";
 	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time";
+	mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color";
 
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"]="src_vtx";
 	mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"]="outvec.xy";

+ 8 - 0
drivers/gles2/shaders/material.glsl

@@ -1175,6 +1175,10 @@ FRAGMENT_SHADER_CODE
 		vec3 mdiffuse = diffuse.rgb;
 		vec3 light;
 
+#if defined(USE_LIGHT_SHADOW_COLOR)
+		vec3 shadow_color=vec3(0.0,0.0,0.0);
+#endif
+
 #if defined(USE_LIGHT_SHADER_CODE)
 //light is written by the light shader
 {
@@ -1195,6 +1199,10 @@ LIGHT_SHADER_CODE
 #endif
 		diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
 
+#if defined(USE_LIGHT_SHADOW_COLOR)
+		diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
+#endif
+
 #ifdef USE_FOG
 
 		diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);

+ 1 - 0
scene/resources/shader_graph.cpp

@@ -1435,6 +1435,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
 	//light out
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Shadow", "SHADOW", "",SLOT_TYPE_VEC, SLOT_OUT },
 	//canvas item vertex in
 	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},

+ 2 - 1
servers/visual/shader_language.cpp

@@ -1113,7 +1113,8 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={
 	{ "SPECULAR_EXP", TYPE_FLOAT},
 	{ "SHADE_PARAM", TYPE_FLOAT},
 	{ "LIGHT", TYPE_VEC3},
-	{ "POINT_COORD", TYPE_VEC2},
+	{ "SHADOW", TYPE_VEC3 },
+	{ "POINT_COORD", TYPE_VEC2 },
 //	{ "SCREEN_POS", TYPE_VEC2},
 //	{ "SCREEN_TEXEL_SIZE", TYPE_VEC2},
 	{ "TIME", TYPE_FLOAT},