godot/drivers/gles2/shaders/canvas.glsl
Pedro J. Estébanez 11815a23dc Fix GLES2 automatic texture lookup in canvas
After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.

Fixes #23179.
2018-10-28 02:37:34 +01:00

171 lines
2.9 KiB
GLSL

/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
uniform highp vec2 color_texpixel_size;
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
uniform vec4 src_rect;
#endif
uniform highp float time;
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
vec2 select(vec2 a, vec2 b, bvec2 c) {
vec2 ret;
ret.x = c.x ? b.x : a.x;
ret.y = c.y ? b.y : a.y;
return ret;
}
void main() {
vec4 color = color_attrib;
#ifdef USE_TEXTURE_RECT
if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
} else {
uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
}
vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
// This is what is done in the GLES 3 bindings and should
// take care of flipped rects.
//
// But it doesn't.
// I don't know why, will need to investigate further.
outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
#ifdef USE_UV_ATTRIBUTE
uv_interp = uv_attrib;
#else
uv_interp = vertex.xy;
#endif
#endif
{
vec2 src_vtx = outvec.xy;
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
color_interp = color;
#ifdef USE_PIXEL_SNAP
outvec.xy = floor(outvec + 0.5).xy;
#endif
gl_Position = projection_matrix * outvec;
}
/* clang-format off */
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform sampler2D color_texture; // texunit:-1
/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:-2
varying mediump vec2 uv_interp;
varying mediump vec4 color_interp;
uniform highp float time;
uniform vec4 final_modulate;
#ifdef SCREEN_TEXTURE_USED
uniform sampler2D screen_texture; // texunit:-3
#endif
#ifdef SCREEN_UV_USED
uniform vec2 screen_pixel_size;
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
void main() {
vec4 color = color_interp;
#if !defined(COLOR_USED)
//default behavior, texture by color
color *= texture2D(color_texture, uv_interp);
#endif
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
}
color *= final_modulate;
gl_FragColor = color;
}