godot/drivers/gles2/shaders/canvas_shadow.glsl
Juan Linietsky a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00

63 lines
1 KiB
GLSL

[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
uniform highp mat4 projection_matrix;
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
attribute highp vec3 vertex; // attrib:0
#ifndef USE_DEPTH_SHADOWS
varying vec4 position_interp;
#endif
void main() {
gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
#ifndef USE_DEPTH_SHADOWS
position_interp = gl_Position;
#endif
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
#ifndef USE_DEPTH_SHADOWS
varying vec4 position_interp;
#endif
void main() {
#ifdef USE_DEPTH_SHADOWS
#else
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
gl_FragColor = comp;
#endif
}