Add AT_LIGHT_PASS builtin to canvas shaders

This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.

Depending on your game (number of items and lights), this can yield some performance gain.
This commit is contained in:
Pedro J. Estébanez 2017-06-12 16:32:59 +02:00
parent 4d90750729
commit 93ffd9023f
3 changed files with 9 additions and 0 deletions

View file

@ -668,6 +668,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";

View file

@ -59,6 +59,9 @@ out vec4 local_rot;
out highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
@ -191,6 +194,9 @@ in highp vec2 pos;
#endif
const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;

View file

@ -153,6 +153,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
@ -166,6 +167,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;