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-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl46
1 files changed, 22 insertions, 24 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f665bc24a4..b66aa71f6b 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -101,7 +101,7 @@ void main() {
vec2 vertex = vertex_attrib;
vec4 color = color_attrib;
- if (bool(draw_data.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
+ if (bool(canvas_data.flags & CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
color.rgb = srgb_to_linear(color.rgb);
}
color *= draw_data.modulation;
@@ -122,7 +122,7 @@ void main() {
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
- vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
+ vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
vec4 color = draw_data.modulation;
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
uvec4 bones = uvec4(0, 0, 0, 0);
@@ -133,7 +133,7 @@ void main() {
#ifdef USE_ATTRIBUTES
- uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
+ uint instancing = params.batch_flags & BATCH_FLAGS_INSTANCING_MASK;
if (instancing > 1) {
// trails
@@ -172,19 +172,19 @@ void main() {
vertex = new_vertex;
color *= pcolor;
} else if (instancing == 1) {
- uint stride = 2 + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
+ uint stride = 2 + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_COLORS)) {
color *= transforms.data[offset];
offset += 1;
}
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
@@ -331,7 +331,7 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
} else if (pixel >= draw_size - margin_end) {
return (tex_size - (draw_size - pixel)) * tex_pixel_size;
} else {
- draw_center -= 1 - int(bitfieldExtract(draw_data.flags, FLAGS_NINEPACH_DRAW_CENTER_SHIFT, 1));
+ draw_center -= 1 - int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT, 1));
// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
if (np_repeat == 0) { // Stretch.
@@ -472,8 +472,8 @@ void main() {
int draw_center = 2;
uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
+ map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
+ map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
if (draw_center == 0) {
color.a = 0.0;
@@ -482,7 +482,7 @@ void main() {
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
#endif
- if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
+ if (bool(draw_data.flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
vec2 half_texpixel = draw_data.color_texture_pixel_size * 0.5;
uv = clamp(uv, draw_data.src_rect.xy + half_texpixel, draw_data.src_rect.xy + abs(draw_data.src_rect.zw) - half_texpixel);
}
@@ -490,7 +490,7 @@ void main() {
#endif
#ifndef USE_PRIMITIVE
- if (bool(draw_data.flags & FLAGS_USE_MSDF)) {
+ if (bool(draw_data.flags & INSTANCE_FLAGS_USE_MSDF)) {
float px_range = draw_data.ninepatch_margins.x;
float outline_thickness = draw_data.ninepatch_margins.y;
//float reserved1 = draw_data.ninepatch_margins.z;
@@ -510,7 +510,7 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
- } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
+ } else if (bool(draw_data.flags & INSTANCE_FLAGS_USE_LCD)) {
vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
if (lcd_sample.a == 1.0) {
color.rgb = lcd_sample.rgb * color.a;
@@ -524,7 +524,7 @@ void main() {
color *= texture(sampler2D(color_texture, texture_sampler), uv);
}
- uint light_count = bitfieldExtract(draw_data.flags, FLAGS_LIGHT_COUNT_SHIFT, 4); //max 15 lights
+ uint light_count = draw_data.flags & 15u; //max 15 lights
bool using_light = (light_count + canvas_data.directional_light_count) > 0;
vec3 normal;
@@ -535,17 +535,15 @@ void main() {
bool normal_used = false;
#endif
- if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ if (normal_used || (using_light && bool(params.batch_flags & BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- if (bool(draw_data.flags & FLAGS_TRANSPOSE_RECT)) {
+
+#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
+ if (bool(draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
normal.xy = normal.yx;
}
- if (bool(draw_data.flags & FLAGS_FLIP_H)) {
- normal.x = -normal.x;
- }
- if (bool(draw_data.flags & FLAGS_FLIP_V)) {
- normal.y = -normal.y;
- }
+ normal.xy *= sign(draw_data.src_rect.zw);
+#endif
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
normal_used = true;
} else {
@@ -561,7 +559,7 @@ void main() {
bool specular_shininess_used = false;
#endif
- if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ if (specular_shininess_used || (using_light && normal_used && bool(params.batch_flags & BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(params.specular_shininess);
specular_shininess_used = true;
@@ -632,7 +630,7 @@ void main() {
}
#endif
- if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
@@ -692,7 +690,7 @@ void main() {
}
#endif
- if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);