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author | reduz <reduzio@gmail.com> | 2021-11-13 08:54:58 -0300 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-01-11 22:25:01 -0800 |
commit | 98ac002c3430b1ff50052b19d16fe6fa8fecf0c3 (patch) | |
tree | 916cde02c7da5605c508d654bc290c79ce4d1f28 /drivers/gles3/shaders/canvas_uniforms_inc.glsl | |
parent | 96a20e477b8cf2760dacab830ba7807c6f61bb8d (diff) | |
download | redot-engine-98ac002c3430b1ff50052b19d16fe6fa8fecf0c3.tar.gz |
WIP New GLES3 Shader Compiler
Uses versions and specializations (more similar to RenderingDevice version)
Diffstat (limited to 'drivers/gles3/shaders/canvas_uniforms_inc.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas_uniforms_inc.glsl | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl new file mode 100644 index 0000000000..942ad72b93 --- /dev/null +++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl @@ -0,0 +1,111 @@ + +#define MAX_LIGHTS_PER_ITEM 16 + +#define M_PI 3.14159265359 + +#define SDF_MAX_LENGTH 16384.0 + +//1 means enabled, 2+ means trails in use +#define FLAGS_INSTANCING_MASK 0x7F +#define FLAGS_INSTANCING_HAS_COLORS (1 << 7) +#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8) + +#define FLAGS_CLIP_RECT_UV (1 << 9) +#define FLAGS_TRANSPOSE_RECT (1 << 10) +#define FLAGS_USING_LIGHT_MASK (1 << 11) +#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12) +#define FLAGS_USING_PARTICLES (1 << 13) + +#define FLAGS_NINEPATCH_H_MODE_SHIFT 16 +#define FLAGS_NINEPATCH_V_MODE_SHIFT 18 + +#define FLAGS_LIGHT_COUNT_SHIFT 20 + +#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26) +#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) + +#define FLAGS_USE_MSDF (1 << 28) + +// must be always 128 bytes long +struct DrawData { + vec2 world_x; + vec2 world_y; + vec2 world_ofs; + uint flags; + uint specular_shininess; +#ifdef USE_PRIMITIVE + vec2 points[3]; + vec2 uvs[3]; + uint colors[6]; +#else + vec4 modulation; + vec4 ninepatch_margins; + vec4 dst_rect; //for built-in rect and UV + vec4 src_rect; + vec2 pad; + +#endif + vec2 color_texture_pixel_size; + uint lights[4]; +} + +layout(std140) uniform GlobalVariableData { //ubo:1 + vec4 global_variables[MAX_GLOBAL_VARIABLES]; +}; + +layout(std140) uniform CanvasData { //ubo:0 + mat4 canvas_transform; + mat4 screen_transform; + mat4 canvas_normal_transform; + vec4 canvas_modulation; + vec2 screen_pixel_size; + float time; + bool use_pixel_snap; + + vec4 sdf_to_tex; + vec2 screen_to_sdf; + vec2 sdf_to_screen; + + uint directional_light_count; + float tex_to_sdf; + uint pad1; + uint pad2; +}; + +#define LIGHT_FLAGS_BLEND_MASK (3 << 16) +#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16) +#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16) +#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16) +#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16) +#define LIGHT_FLAGS_HAS_SHADOW (1 << 20) +#define LIGHT_FLAGS_FILTER_SHIFT 22 +#define LIGHT_FLAGS_FILTER_MASK (3 << 22) +#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22) +#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22) +#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22) + +struct Light { + mat2x4 texture_matrix; //light to texture coordinate matrix (transposed) + mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed) + vec4 color; + + uint shadow_color; // packed + uint flags; //index to light texture + float shadow_pixel_size; + float height; + + vec2 position; + float shadow_zfar_inv; + float shadow_y_ofs; + + vec4 atlas_rect; +}; + +layout(std140) uniform LightData { //ubo:2 + Light light_data[MAX_LIGHTS]; +}; + +layout(std140) uniform DrawDataInstances { //ubo:3 + + DrawData draw_data[MAX_DRAW_DATA_INSTANCES]; +}; |