[vertex] layout(location=0) in highp vec3 vertex; layout(location=3) in vec4 color_attrib; #ifdef USE_TEXTURE_RECT layout(location=1) in highp vec4 dst_rect; layout(location=2) in highp vec4 src_rect; #else layout(location=4) in highp vec2 uv_attrib; //skeletn #endif layout(std140) uniform CanvasItemData { //ubo:0 highp mat4 projection_matrix; }; uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; out mediump vec2 uv_interp; out mediump vec4 color_interp; #if defined(USE_TIME) uniform float time; #endif #ifdef USE_LIGHTING layout(std140) uniform LightData { //ubo:1 //light matrices highp mat4 light_matrix; highp mat4 light_local_matrix; highp mat4 shadow_matrix; highp vec4 light_color; highp vec4 light_shadow_color; highp vec2 light_pos; highp float shadowpixel_size; highp float shadow_gradient; highp float light_height; highp float light_outside_alpha; highp float shadow_distance_mult; }; out vec4 light_uv_interp; #if defined(NORMAL_USED) out vec4 local_rot; #endif #ifdef USE_SHADOWS out highp vec2 pos; #endif #endif VERTEX_SHADER_GLOBALS void main() { color_interp = color_attrib; #ifdef USE_TEXTURE_RECT uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.xy; highp vec4 outvec = vec4(dst_rect.xy + dst_rect.zw * mix(vertex.xy,vec2(1.0,1.0)-vertex.xy,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0); #else uv_interp = uv_attrib; highp vec4 outvec = vec4(vertex, 1.0); #endif { vec2 src_vtx=outvec.xy; VERTEX_SHADER_CODE } #if !defined(USE_WORLD_VEC) outvec = extra_matrix * outvec; outvec = modelview_matrix * outvec; #endif #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); #endif gl_Position = projection_matrix * outvec; #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; light_uv_interp.zw =(light_local_matrix * outvec).xy; #ifdef USE_SHADOWS pos=outvec.xy; #endif #if defined(NORMAL_USED) local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy ); local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy ); #ifdef USE_TEXTURE_RECT local_rot.xy*=sign(src_rect.z); local_rot.zw*=sign(src_rect.w); #endif #endif #endif } [fragment] uniform mediump sampler2D color_texture; // texunit:0 in mediump vec2 uv_interp; in mediump vec4 color_interp; #if defined(ENABLE_TEXSCREEN) uniform sampler2D texscreen_tex; // texunit:-3 #endif #if defined(USE_TIME) uniform float time; #endif #ifdef USE_LIGHTING layout(std140) uniform LightData { highp mat4 light_matrix; highp mat4 light_local_matrix; highp mat4 shadow_matrix; highp vec4 light_color; highp vec4 light_shadow_color; highp vec2 light_pos; highp float shadowpixel_size; highp float shadow_gradient; highp float light_height; highp float light_outside_alpha; highp float shadow_distance_mult; }; uniform lowp sampler2D light_texture; // texunit:-1 in vec4 light_uv_interp; #if defined(NORMAL_USED) in vec4 local_rot; #endif #ifdef USE_SHADOWS uniform highp sampler2D shadow_texture; // texunit:-2 in highp vec2 pos; #endif #endif uniform mediump vec4 final_modulate; FRAGMENT_SHADER_GLOBALS layout(location=0) out mediump vec4 frag_color; void main() { vec4 color = color_interp; #if defined(NORMAL_USED) vec3 normal = vec3(0.0,0.0,1.0); #endif #ifdef USE_DISTANCE_FIELD const float smoothing = 1.0/32.0; float distance = texture(color_texture, uv_interp).a; color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; #else color *= texture( color_texture, uv_interp ); #endif #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif { #if defined(USE_NORMALMAP) vec3 normal_map=vec3(0.0,0.0,1.0); float normal_depth=1.0; #endif FRAGMENT_SHADER_CODE #if defined(USE_NORMALMAP) 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 } #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); #endif color*=final_modulate; #ifdef USE_LIGHTING vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping #if defined(NORMAL_USED) normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; #endif float att=1.0; vec2 light_uv = light_uv_interp.xy; vec4 light = texture(light_texture,light_uv) * light_color; #if defined(USE_OUTPUT_SHADOW_COLOR) vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); #endif 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 { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { vec4 light_out=light*color; LIGHT_SHADER_CODE color=light_out; } #else #if defined(NORMAL_USED) vec3 light_normal = normalize(vec3(light_vec,-light_height)); light*=max(dot(-light_normal,normal),0.0); #endif color*=light; /* #ifdef USE_NORMAL color.xy=local_rot.xy;//normal.xy; color.zw=vec2(0.0,1.0); #endif */ //light shader code #endif #ifdef USE_SHADOWS float angle_to_light = -atan(light_vec.x,light_vec.y); 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 float ang*/ float su,sz; float abs_angle = abs(angle_to_light); vec2 point; float sh; if (abs_angle<45.0*PI/180.0) { point = light_vec; sh=0.0+(1.0/8.0); } else if (abs_angle>135.0*PI/180.0) { point = -light_vec; 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); } else { 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; //sz=lightlength(light_vec); highp float shadow_attenuation=0.0; #ifdef USE_RGBA_SHADOWS #define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((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 #define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) #endif #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); } #else #define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); } #endif #ifdef SHADOW_FILTER_NEAREST SHADOW_TEST(su+shadowpixel_size); #endif #ifdef SHADOW_FILTER_PCF3 SHADOW_TEST(su+shadowpixel_size); SHADOW_TEST(su); SHADOW_TEST(su-shadowpixel_size); shadow_attenuation/=3.0; #endif #ifdef SHADOW_FILTER_PCF5 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-shadowpixel_size); SHADOW_TEST(su-shadowpixel_size*2.0); SHADOW_TEST(su-shadowpixel_size*3.0); shadow_attenuation/=5.0; #endif #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); 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 #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); 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 #if defined(USE_OUTPUT_SHADOW_COLOR) color=mix(shadow_color,color,shadow_attenuation); #else //color*=shadow_attenuation; color=mix(light_shadow_color,color,shadow_attenuation); #endif //use shadows #endif } //use lighting #endif // color.rgb*=color.a; frag_color = color; }