canvas.glsl 22 KB

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  1. #[vertex]
  2. #version 450
  3. VERSION_DEFINES
  4. #ifdef USE_ATTRIBUTES
  5. layout(location = 0) in vec2 vertex_attrib;
  6. layout(location = 3) in vec4 color_attrib;
  7. layout(location = 4) in vec2 uv_attrib;
  8. layout(location = 10) in uvec4 bone_attrib;
  9. layout(location = 11) in vec4 weight_attrib;
  10. #endif
  11. #include "canvas_uniforms_inc.glsl"
  12. layout(location = 0) out vec2 uv_interp;
  13. layout(location = 1) out vec4 color_interp;
  14. layout(location = 2) out vec2 vertex_interp;
  15. #ifdef USE_NINEPATCH
  16. layout(location = 3) out vec2 pixel_size_interp;
  17. #endif
  18. #ifdef USE_MATERIAL_UNIFORMS
  19. layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
  20. /* clang-format off */
  21. MATERIAL_UNIFORMS
  22. /* clang-format on */
  23. } material;
  24. #endif
  25. /* clang-format off */
  26. VERTEX_SHADER_GLOBALS
  27. /* clang-format on */
  28. void main() {
  29. vec4 instance_custom = vec4(0.0);
  30. #ifdef USE_PRIMITIVE
  31. //weird bug,
  32. //this works
  33. vec2 vertex;
  34. vec2 uv;
  35. vec4 color;
  36. if (gl_VertexIndex == 0) {
  37. vertex = draw_data.points[0];
  38. uv = draw_data.uvs[0];
  39. color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
  40. } else if (gl_VertexIndex == 1) {
  41. vertex = draw_data.points[1];
  42. uv = draw_data.uvs[1];
  43. color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
  44. } else {
  45. vertex = draw_data.points[2];
  46. uv = draw_data.uvs[2];
  47. color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
  48. }
  49. uvec4 bones = uvec4(0, 0, 0, 0);
  50. vec4 bone_weights = vec4(0.0);
  51. #elif defined(USE_ATTRIBUTES)
  52. vec2 vertex = vertex_attrib;
  53. vec4 color = color_attrib;
  54. vec2 uv = uv_attrib;
  55. uvec4 bones = bone_attrib;
  56. vec4 bone_weights = weight_attrib;
  57. #else
  58. 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));
  59. vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
  60. 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);
  61. vec4 color = draw_data.modulation;
  62. 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)));
  63. uvec4 bones = uvec4(0, 0, 0, 0);
  64. #endif
  65. 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));
  66. #if 0
  67. if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
  68. uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
  69. offset *= gl_InstanceIndex;
  70. mat4 instance_xform = mat4(
  71. vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
  72. vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
  73. vec4(0.0, 0.0, 1.0, 0.0),
  74. vec4(0.0, 0.0, 0.0, 1.0));
  75. offset += 8;
  76. if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
  77. vec4 instance_color;
  78. if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
  79. uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
  80. instance_color = unpackUnorm4x8(bits);
  81. offset += 1;
  82. } else {
  83. instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
  84. offset += 4;
  85. }
  86. color *= instance_color;
  87. }
  88. if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
  89. if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
  90. uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
  91. instance_custom = unpackUnorm4x8(bits);
  92. } else {
  93. instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
  94. }
  95. }
  96. }
  97. #endif
  98. #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
  99. if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
  100. //scale by texture size
  101. vertex /= draw_data.color_texture_pixel_size;
  102. }
  103. #endif
  104. #ifdef USE_POINT_SIZE
  105. float point_size = 1.0;
  106. #endif
  107. {
  108. /* clang-format off */
  109. VERTEX_SHADER_CODE
  110. /* clang-format on */
  111. }
  112. #ifdef USE_NINEPATCH
  113. pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
  114. #endif
  115. #if !defined(SKIP_TRANSFORM_USED)
  116. vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
  117. #endif
  118. color_interp = color;
  119. if (canvas_data.use_pixel_snap) {
  120. vertex = floor(vertex + 0.5);
  121. // precision issue on some hardware creates artifacts within texture
  122. // offset uv by a small amount to avoid
  123. uv += 1e-5;
  124. }
  125. #ifdef USE_ATTRIBUTES
  126. #if 0
  127. if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
  128. //skeleton transform
  129. ivec4 bone_indicesi = ivec4(bone_indices);
  130. uvec2 tex_ofs = bone_indicesi.x * 2;
  131. mat2x4 m;
  132. m = mat2x4(
  133. texelFetch(skeleton_buffer, tex_ofs + 0),
  134. texelFetch(skeleton_buffer, tex_ofs + 1)) *
  135. bone_weights.x;
  136. tex_ofs = bone_indicesi.y * 2;
  137. m += mat2x4(
  138. texelFetch(skeleton_buffer, tex_ofs + 0),
  139. texelFetch(skeleton_buffer, tex_ofs + 1)) *
  140. bone_weights.y;
  141. tex_ofs = bone_indicesi.z * 2;
  142. m += mat2x4(
  143. texelFetch(skeleton_buffer, tex_ofs + 0),
  144. texelFetch(skeleton_buffer, tex_ofs + 1)) *
  145. bone_weights.z;
  146. tex_ofs = bone_indicesi.w * 2;
  147. m += mat2x4(
  148. texelFetch(skeleton_buffer, tex_ofs + 0),
  149. texelFetch(skeleton_buffer, tex_ofs + 1)) *
  150. bone_weights.w;
  151. 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;
  152. //outvec = bone_matrix * outvec;
  153. }
  154. #endif
  155. #endif
  156. vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
  157. vertex_interp = vertex;
  158. uv_interp = uv;
  159. gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
  160. #ifdef USE_POINT_SIZE
  161. gl_PointSize = point_size;
  162. #endif
  163. }
  164. #[fragment]
  165. #version 450
  166. VERSION_DEFINES
  167. #include "canvas_uniforms_inc.glsl"
  168. layout(location = 0) in vec2 uv_interp;
  169. layout(location = 1) in vec4 color_interp;
  170. layout(location = 2) in vec2 vertex_interp;
  171. #ifdef USE_NINEPATCH
  172. layout(location = 3) in vec2 pixel_size_interp;
  173. #endif
  174. layout(location = 0) out vec4 frag_color;
  175. #ifdef USE_MATERIAL_UNIFORMS
  176. layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
  177. /* clang-format off */
  178. MATERIAL_UNIFORMS
  179. /* clang-format on */
  180. } material;
  181. #endif
  182. vec2 screen_uv_to_sdf(vec2 p_uv) {
  183. return canvas_data.screen_to_sdf * p_uv;
  184. }
  185. float texture_sdf(vec2 p_sdf) {
  186. vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
  187. float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r;
  188. d = d * SDF_MAX_LENGTH - 1.0;
  189. return d * canvas_data.tex_to_sdf;
  190. }
  191. vec2 texture_sdf_normal(vec2 p_sdf) {
  192. vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
  193. const float EPSILON = 0.001;
  194. return normalize(vec2(
  195. texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(EPSILON, 0.0)).r,
  196. texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(0.0, EPSILON)).r));
  197. }
  198. vec2 sdf_to_screen_uv(vec2 p_sdf) {
  199. return p_sdf * canvas_data.sdf_to_screen;
  200. }
  201. /* clang-format off */
  202. FRAGMENT_SHADER_GLOBALS
  203. /* clang-format on */
  204. #ifdef LIGHT_SHADER_CODE_USED
  205. vec4 light_compute(
  206. vec3 light_vertex,
  207. vec3 light_position,
  208. vec3 normal,
  209. vec4 light_color,
  210. float light_energy,
  211. vec4 specular_shininess,
  212. inout vec4 shadow_modulate,
  213. vec2 screen_uv,
  214. vec2 uv,
  215. vec4 color, bool is_directional) {
  216. vec4 light = vec4(0.0);
  217. /* clang-format off */
  218. LIGHT_SHADER_CODE
  219. /* clang-format on */
  220. return light;
  221. }
  222. #endif
  223. #ifdef USE_NINEPATCH
  224. 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) {
  225. float tex_size = 1.0 / tex_pixel_size;
  226. if (pixel < margin_begin) {
  227. return pixel * tex_pixel_size;
  228. } else if (pixel >= draw_size - margin_end) {
  229. return (tex_size - (draw_size - pixel)) * tex_pixel_size;
  230. } else {
  231. if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
  232. draw_center--;
  233. }
  234. // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
  235. if (np_repeat == 0) { // Stretch.
  236. // Convert to ratio.
  237. float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
  238. // Scale to source texture.
  239. return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
  240. } else if (np_repeat == 1) { // Tile.
  241. // Convert to offset.
  242. float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
  243. // Scale to source texture.
  244. return (margin_begin + ofs) * tex_pixel_size;
  245. } else if (np_repeat == 2) { // Tile Fit.
  246. // Calculate scale.
  247. float src_area = draw_size - margin_begin - margin_end;
  248. float dst_area = tex_size - margin_begin - margin_end;
  249. float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
  250. // Convert to ratio.
  251. float ratio = (pixel - margin_begin) / src_area;
  252. ratio = mod(ratio * scale, 1.0);
  253. // Scale to source texture.
  254. return (margin_begin + ratio * dst_area) * tex_pixel_size;
  255. } else { // Shouldn't happen, but silences compiler warning.
  256. return 0.0;
  257. }
  258. }
  259. }
  260. #endif
  261. #ifdef USE_LIGHTING
  262. vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
  263. float cNdotL = max(0.0, dot(normal, light_vec));
  264. if (specular_shininess_used) {
  265. //blinn
  266. vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
  267. vec3 half_vec = normalize(view + light_vec);
  268. float cNdotV = max(dot(normal, view), 0.0);
  269. float cNdotH = max(dot(normal, half_vec), 0.0);
  270. float cVdotH = max(dot(view, half_vec), 0.0);
  271. float cLdotH = max(dot(light_vec, half_vec), 0.0);
  272. float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
  273. float blinn = pow(cNdotH, shininess);
  274. blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
  275. float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
  276. return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
  277. } else {
  278. return light_color * base_color * cNdotL;
  279. }
  280. }
  281. //float distance = length(shadow_pos);
  282. vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
  283. #ifdef LIGHT_SHADER_CODE_USED
  284. ,
  285. vec3 shadow_modulate
  286. #endif
  287. ) {
  288. float shadow;
  289. uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
  290. if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
  291. shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  292. } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
  293. vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
  294. shadow = 0.0;
  295. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
  296. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
  297. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  298. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
  299. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
  300. shadow /= 5.0;
  301. } else { //PCF13
  302. vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
  303. shadow = 0.0;
  304. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
  305. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
  306. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
  307. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
  308. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
  309. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
  310. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
  311. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
  312. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
  313. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
  314. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
  315. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
  316. shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
  317. shadow /= 13.0;
  318. }
  319. vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
  320. #ifdef LIGHT_SHADER_CODE_USED
  321. shadow_color.rgb *= shadow_modulate;
  322. #endif
  323. shadow_color.a *= light_color.a; //respect light alpha
  324. return mix(light_color, shadow_color, shadow);
  325. }
  326. void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
  327. uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
  328. switch (blend_mode) {
  329. case LIGHT_FLAGS_BLEND_MODE_ADD: {
  330. color.rgb += light_color.rgb * light_color.a;
  331. } break;
  332. case LIGHT_FLAGS_BLEND_MODE_SUB: {
  333. color.rgb -= light_color.rgb * light_color.a;
  334. } break;
  335. case LIGHT_FLAGS_BLEND_MODE_MIX: {
  336. color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
  337. } break;
  338. }
  339. }
  340. #endif
  341. void main() {
  342. vec4 color = color_interp;
  343. vec2 uv = uv_interp;
  344. vec2 vertex = vertex_interp;
  345. #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
  346. #ifdef USE_NINEPATCH
  347. int draw_center = 2;
  348. uv = vec2(
  349. 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),
  350. 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));
  351. if (draw_center == 0) {
  352. color.a = 0.0;
  353. }
  354. uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
  355. #endif
  356. if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
  357. uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
  358. }
  359. #endif
  360. color *= texture(sampler2D(color_texture, texture_sampler), uv);
  361. uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
  362. bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
  363. vec3 normal;
  364. #if defined(NORMAL_USED)
  365. bool normal_used = true;
  366. #else
  367. bool normal_used = false;
  368. #endif
  369. if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
  370. normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
  371. normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
  372. normal_used = true;
  373. } else {
  374. normal = vec3(0.0, 0.0, 1.0);
  375. }
  376. vec4 specular_shininess;
  377. #if defined(SPECULAR_SHININESS_USED)
  378. bool specular_shininess_used = true;
  379. #else
  380. bool specular_shininess_used = false;
  381. #endif
  382. if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
  383. specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
  384. specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
  385. specular_shininess_used = true;
  386. } else {
  387. specular_shininess = vec4(1.0);
  388. }
  389. #if defined(SCREEN_UV_USED)
  390. vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
  391. #else
  392. vec2 screen_uv = vec2(0.0);
  393. #endif
  394. vec3 light_vertex = vec3(vertex, 0.0);
  395. vec2 shadow_vertex = vertex;
  396. {
  397. float normal_map_depth = 1.0;
  398. #if defined(NORMAL_MAP_USED)
  399. vec3 normal_map = vec3(0.0, 0.0, 1.0);
  400. normal_used = true;
  401. #endif
  402. /* clang-format off */
  403. FRAGMENT_SHADER_CODE
  404. /* clang-format on */
  405. #if defined(NORMAL_MAP_USED)
  406. 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);
  407. #endif
  408. }
  409. if (normal_used) {
  410. //convert by item transform
  411. normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
  412. //convert by canvas transform
  413. normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
  414. }
  415. vec3 base_color = color.rgb;
  416. if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
  417. color = vec4(0.0); //invisible by default due to using light mask
  418. }
  419. #ifdef MODE_LIGHT_ONLY
  420. color = vec4(0.0);
  421. #else
  422. color *= canvas_data.canvas_modulation;
  423. #endif
  424. #if defined(USE_LIGHTING) && !defined(MODE_UNSHADED)
  425. // Directional Lights
  426. for (uint i = 0; i < canvas_data.directional_light_count; i++) {
  427. uint light_base = i;
  428. vec2 direction = light_array.data[light_base].position;
  429. vec4 light_color = light_array.data[light_base].color;
  430. #ifdef LIGHT_SHADER_CODE_USED
  431. vec4 shadow_modulate = vec4(1.0);
  432. 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, color, true);
  433. #else
  434. if (normal_used) {
  435. vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
  436. light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
  437. }
  438. #endif
  439. if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
  440. 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.
  441. 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);
  442. light_color = light_shadow_compute(light_base, light_color, shadow_uv
  443. #ifdef LIGHT_SHADER_CODE_USED
  444. ,
  445. shadow_modulate.rgb
  446. #endif
  447. );
  448. }
  449. light_blend_compute(light_base, light_color, color.rgb);
  450. }
  451. // Positional Lights
  452. for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
  453. if (i >= light_count) {
  454. break;
  455. }
  456. uint light_base;
  457. if (i < 8) {
  458. if (i < 4) {
  459. light_base = draw_data.lights[0];
  460. } else {
  461. light_base = draw_data.lights[1];
  462. }
  463. } else {
  464. if (i < 12) {
  465. light_base = draw_data.lights[2];
  466. } else {
  467. light_base = draw_data.lights[3];
  468. }
  469. }
  470. light_base >>= (i & 3) * 8;
  471. light_base &= 0xFF;
  472. 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.
  473. vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
  474. vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
  475. vec4 light_base_color = light_array.data[light_base].color;
  476. #ifdef LIGHT_SHADER_CODE_USED
  477. vec4 shadow_modulate = vec4(1.0);
  478. vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
  479. light_color.rgb *= light_base_color.rgb;
  480. light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
  481. #else
  482. light_color.rgb *= light_base_color.rgb * light_base_color.a;
  483. if (normal_used) {
  484. vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
  485. vec3 pos = light_vertex;
  486. vec3 light_vec = normalize(light_pos - pos);
  487. float cNdotL = max(0.0, dot(normal, light_vec));
  488. light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
  489. }
  490. #endif
  491. if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
  492. //if outside the light texture, light color is zero
  493. light_color.a = 0.0;
  494. }
  495. if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
  496. 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.
  497. vec2 pos_norm = normalize(shadow_pos);
  498. vec2 pos_abs = abs(pos_norm);
  499. vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
  500. 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?
  501. float tex_ofs;
  502. float distance;
  503. if (pos_rot.y > 0) {
  504. if (pos_rot.x > 0) {
  505. tex_ofs = pos_box.y * 0.125 + 0.125;
  506. distance = shadow_pos.x;
  507. } else {
  508. tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
  509. distance = shadow_pos.y;
  510. }
  511. } else {
  512. if (pos_rot.x < 0) {
  513. tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
  514. distance = -shadow_pos.x;
  515. } else {
  516. tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
  517. distance = -shadow_pos.y;
  518. }
  519. }
  520. distance *= light_array.data[light_base].shadow_zfar_inv;
  521. //float distance = length(shadow_pos);
  522. vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
  523. light_color = light_shadow_compute(light_base, light_color, shadow_uv
  524. #ifdef LIGHT_SHADER_CODE_USED
  525. ,
  526. shadow_modulate.rgb
  527. #endif
  528. );
  529. }
  530. light_blend_compute(light_base, light_color, color.rgb);
  531. }
  532. #endif
  533. frag_color = color;
  534. }