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- /* clang-format off */
- [vertex]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- precision mediump float;
- precision mediump int;
- #endif
- uniform highp mat4 projection_matrix;
- /* clang-format on */
- #include "stdlib.glsl"
- 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
- #ifdef USE_SKELETON
- attribute highp vec4 bone_indices; // attrib:6
- attribute highp vec4 bone_weights; // attrib:7
- #endif
- #ifdef USE_INSTANCING
- attribute highp vec4 instance_xform0; //attrib:8
- attribute highp vec4 instance_xform1; //attrib:9
- attribute highp vec4 instance_xform2; //attrib:10
- attribute highp vec4 instance_color; //attrib:11
- #ifdef USE_INSTANCE_CUSTOM
- attribute highp vec4 instance_custom_data; //attrib:12
- #endif
- #endif
- #ifdef USE_SKELETON
- uniform highp sampler2D skeleton_texture; // texunit:-3
- uniform highp ivec2 skeleton_texture_size;
- uniform highp mat4 skeleton_transform;
- uniform highp mat4 skeleton_transform_inverse;
- #endif
- 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;
- #ifdef USE_LIGHTING
- // light matrices
- uniform highp mat4 light_matrix;
- uniform highp mat4 light_matrix_inverse;
- uniform highp mat4 light_local_matrix;
- uniform highp mat4 shadow_matrix;
- uniform highp vec4 light_color;
- uniform highp vec4 light_shadow_color;
- uniform highp vec2 light_pos;
- uniform highp float shadowpixel_size;
- uniform highp float shadow_gradient;
- uniform highp float light_height;
- uniform highp float light_outside_alpha;
- uniform highp float shadow_distance_mult;
- varying vec4 light_uv_interp;
- varying vec2 transformed_light_uv;
- varying vec4 local_rot;
- #ifdef USE_SHADOWS
- varying highp vec2 pos;
- #endif
- const bool at_light_pass = true;
- #else
- const bool at_light_pass = false;
- #endif
- /* 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_INSTANCING
- mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
- color *= instance_color;
- vec4 instance_custom = instance_custom_data;
- #else
- mat4 extra_matrix_instance = extra_matrix;
- vec4 instance_custom = vec4(0.0);
- #endif
- #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);
- uv_interp = uv_attrib;
- #endif
- {
- vec2 src_vtx = outvec.xy;
- /* clang-format off */
- VERTEX_SHADER_CODE
- /* clang-format on */
- }
- #if !defined(SKIP_TRANSFORM_USED)
- outvec = extra_matrix_instance * outvec;
- outvec = modelview_matrix * outvec;
- #endif
- color_interp = color;
- #ifdef USE_PIXEL_SNAP
- outvec.xy = floor(outvec + 0.5).xy;
- #endif
- #ifdef USE_SKELETON
- // look up transform from the "pose texture"
- if (bone_weights != vec4(0.0)) {
- highp mat4 bone_transform = mat4(0.0);
- for (int i = 0; i < 4; i++) {
- ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
- highp mat4 b = mat4(
- texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
- texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(0.0, 0.0, 0.0, 1.0));
- bone_transform += b * bone_weights[i];
- }
- mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
- outvec = bone_matrix * outvec;
- }
- #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;
- transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
- #ifdef USE_SHADOWS
- pos = outvec.xy;
- #endif
- local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
- local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * 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
- }
- /* clang-format off */
- [fragment]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #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:-4
- #endif
- #ifdef SCREEN_UV_USED
- uniform vec2 screen_pixel_size;
- #endif
- #ifdef USE_LIGHTING
- uniform highp mat4 light_matrix;
- uniform highp mat4 light_local_matrix;
- uniform highp mat4 shadow_matrix;
- uniform highp vec4 light_color;
- uniform highp vec4 light_shadow_color;
- uniform highp vec2 light_pos;
- uniform highp float shadowpixel_size;
- uniform highp float shadow_gradient;
- uniform highp float light_height;
- uniform highp float light_outside_alpha;
- uniform highp float shadow_distance_mult;
- uniform lowp sampler2D light_texture; // texunit:-4
- varying vec4 light_uv_interp;
- varying vec2 transformed_light_uv;
- varying vec4 local_rot;
- #ifdef USE_SHADOWS
- uniform highp sampler2D shadow_texture; // texunit:-5
- varying highp vec2 pos;
- #endif
- const bool at_light_pass = true;
- #else
- const bool at_light_pass = false;
- #endif
- uniform bool use_default_normal;
- /* 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
- vec3 normal;
- #if defined(NORMAL_USED)
- bool normal_used = true;
- #else
- bool normal_used = false;
- #endif
- if (use_default_normal) {
- normal.xy = texture2D(normal_texture, uv_interp).xy * 2.0 - 1.0;
- normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
- normal_used = true;
- } else {
- normal = vec3(0.0, 0.0, 1.0);
- }
- {
- float normal_depth = 1.0;
- #if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
- #endif
- /* clang-format off */
- FRAGMENT_SHADER_CODE
- /* clang-format on */
- #if defined(NORMALMAP_USED)
- 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
- }
- color *= final_modulate;
- #ifdef USE_LIGHTING
- vec2 light_vec = transformed_light_uv;
- if (normal_used) {
- normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
- }
- float att = 1.0;
- vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture2D(light_texture, light_uv);
- 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 {
- float real_light_height = light_height;
- vec4 real_light_color = light_color;
- vec4 real_light_shadow_color = light_shadow_color;
- #if defined(USE_LIGHT_SHADER_CODE)
- //light is written by the light shader
- light_compute(
- light,
- light_vec,
- real_light_height,
- real_light_color,
- light_uv,
- real_light_shadow_color,
- normal,
- uv,
- #if defined(SCREEN_UV_USED)
- screen_uv,
- #endif
- color);
- #endif
- light *= real_light_color;
- if (normal_used) {
- vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
- light *= max(dot(-light_normal, normal), 0.0);
- }
- color *= light;
- #ifdef USE_SHADOWS
- light_vec = light_uv_interp.zw; //for 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);
- #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 * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- shadow_attenuation /= 5.0;
- #endif
- #ifdef SHADOW_FILTER_PCF7
- 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 /= 7.0;
- #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
- //color *= shadow_attenuation;
- color = mix(real_light_shadow_color, color, shadow_attenuation);
- //use shadows
- #endif
- }
- //use lighting
- #endif
- gl_FragColor = color;
- }
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