godot/drivers/gles3/shaders/canvas_shadow.glsl
Rémi Verschelde 4226d56ca9 Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
2018-08-27 07:34:14 +02:00

46 lines
988 B
GLSL

/* clang-format off */
[vertex]
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}
/* clang-format off */
[fragment]
in highp vec4 position_interp;
/* clang-format on */
#ifdef USE_RGBA_SHADOWS
layout(location = 0) out lowp vec4 distance_buf;
#else
layout(location = 0) out highp float distance_buf;
#endif
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
#ifdef USE_RGBA_SHADOWS
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);
distance_buf = comp;
#else
distance_buf = depth;
#endif
}