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authorreduz <reduzio@gmail.com>2021-11-13 08:54:58 -0300
committerclayjohn <claynjohn@gmail.com>2022-01-11 22:25:01 -0800
commit98ac002c3430b1ff50052b19d16fe6fa8fecf0c3 (patch)
tree916cde02c7da5605c508d654bc290c79ce4d1f28 /drivers/gles3/shaders/canvas_uniforms_inc.glsl
parent96a20e477b8cf2760dacab830ba7807c6f61bb8d (diff)
downloadredot-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.glsl111
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];
+};