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Diffstat (limited to 'shaders/godot3.4/1-10.shader_test')
-rw-r--r-- | shaders/godot3.4/1-10.shader_test | 878 |
1 files changed, 878 insertions, 0 deletions
diff --git a/shaders/godot3.4/1-10.shader_test b/shaders/godot3.4/1-10.shader_test new file mode 100644 index 0000000..95b1907 --- /dev/null +++ b/shaders/godot3.4/1-10.shader_test @@ -0,0 +1,878 @@ +[require] +GLSL >= 3.30 + +[fragment shader] +#version 330 +#define GLES_OVER_GL +#define USE_NINEPATCH_SCALING + +#define USE_TEXTURE_RECT +precision highp float; +precision highp int; + +uniform mediump sampler2D color_texture; // texunit:0 +/* clang-format on */ +uniform highp vec2 color_texpixel_size; +uniform mediump sampler2D normal_texture; // texunit:1 + +in highp vec2 uv_interp; +in mediump vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +flat in mediump vec4 modulate_interp; +#endif + +#if defined(SCREEN_TEXTURE_USED) + +uniform sampler2D screen_texture; // texunit:-3 + +#endif + +#if defined(SCREEN_UV_USED) + +uniform vec2 screen_pixel_size; +#endif + +layout(std140) uniform CanvasItemData { + highp mat4 projection_matrix; + highp float time; +}; + +#ifdef USE_LIGHTING + +layout(std140) uniform LightData { + highp mat4 light_matrix; + highp mat4 light_local_matrix; + highp mat4 shadow_matrix; + highp vec4 light_color; + highp vec4 light_shadow_color; + highp vec2 light_pos; + highp float shadowpixel_size; + highp float shadow_gradient; + highp float light_height; + highp float light_outside_alpha; + highp float shadow_distance_mult; +}; + +uniform lowp sampler2D light_texture; // texunit:-1 +in vec4 light_uv_interp; +in vec2 transformed_light_uv; + +in vec4 local_rot; + +#ifdef USE_SHADOWS + +uniform highp sampler2D shadow_texture; // texunit:-2 +in highp vec2 pos; + +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +uniform mediump vec4 final_modulate; + +layout(location = 0) out mediump vec4 frag_color; + +#if defined(USE_MATERIAL) + +/* clang-format off */ +layout(std140) uniform UniformData { + + +}; +/* clang-format on */ + +#endif + +/* clang-format off */ + + +/* clang-format on */ + +void light_compute( + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + inout vec2 shadow_vec, + vec3 normal, + vec2 uv, +#if defined(SCREEN_UV_USED) + vec2 screen_uv, +#endif + vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + + /* clang-format off */ + + + /* clang-format on */ + +#endif +} + +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; +uniform bool clip_rect_uv; + +#ifdef USE_NINEPATCH + +in highp vec2 pixel_size_interp; + +uniform int np_repeat_v; +uniform int np_repeat_h; +uniform bool np_draw_center; +// left top right bottom in pixel coordinates +uniform vec4 np_margins; + +// there are two ninepatch modes, and we don't want to waste a conditional +#if defined USE_NINEPATCH_SCALING +float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, float s_ratio, int np_repeat, inout int draw_center) { + float tex_size = 1.0 / tex_pixel_size; + + float screen_margin_begin = margin_begin / s_ratio; + float screen_margin_end = margin_end / s_ratio; + if (pixel < screen_margin_begin) { + return pixel * s_ratio * tex_pixel_size; + } else if (pixel >= draw_size - screen_margin_end) { + return (tex_size - (draw_size - pixel) * s_ratio) * tex_pixel_size; + } else { + if (!np_draw_center) { + draw_center--; + } + + if (np_repeat == 0) { //stretch + //convert to ratio + float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end); + //scale to source texture + return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; + } else if (np_repeat == 1) { //tile + //convert to ratio + float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end); + //scale to source texture + return (margin_begin + ofs) * tex_pixel_size; + } else if (np_repeat == 2) { //tile fit + //convert to ratio + float src_area = draw_size - screen_margin_begin - screen_margin_end; + float dst_area = tex_size - margin_begin - margin_end; + float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); + + //convert to ratio + float ratio = (pixel - screen_margin_begin) / src_area; + ratio = mod(ratio * scale, 1.0); + return (margin_begin + ratio * dst_area) * tex_pixel_size; + } + } +} +#else +float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { + float tex_size = 1.0 / tex_pixel_size; + + if (pixel < margin_begin) { + return pixel * tex_pixel_size; + } else if (pixel >= draw_size - margin_end) { + return (tex_size - (draw_size - pixel)) * tex_pixel_size; + } else { + if (!np_draw_center) { + draw_center--; + } + + // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum. + if (np_repeat == 0) { // Stretch. + // Convert to ratio. + float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end); + // Scale to source texture. + return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; + } else if (np_repeat == 1) { // Tile. + // Convert to offset. + float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end); + // Scale to source texture. + return (margin_begin + ofs) * tex_pixel_size; + } else if (np_repeat == 2) { // Tile Fit. + // Calculate scale. + float src_area = draw_size - margin_begin - margin_end; + float dst_area = tex_size - margin_begin - margin_end; + float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); + // Convert to ratio. + float ratio = (pixel - margin_begin) / src_area; + ratio = mod(ratio * scale, 1.0); + // Scale to source texture. + return (margin_begin + ratio * dst_area) * tex_pixel_size; + } else { // Shouldn't happen, but silences compiler warning. + return 0.0; + } + } +} +#endif + +#endif +#endif + +uniform bool use_default_normal; + +void main() { + vec4 color = color_interp; + vec2 uv = uv_interp; + +#ifdef USE_TEXTURE_RECT + +#ifdef USE_NINEPATCH + + int draw_center = 2; +#if defined USE_NINEPATCH_SCALING + float s_ratio = max((1.0 / color_texpixel_size.x) / abs(dst_rect.z), (1.0 / color_texpixel_size.y) / abs(dst_rect.w)); + s_ratio = max(1.0, s_ratio); + uv = vec2( + map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, s_ratio, np_repeat_h, draw_center), + map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, s_ratio, np_repeat_v, draw_center)); + + if (draw_center == 0) { + color.a = 0.0; + } +#else + uv = vec2( + map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center), + map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center)); + + if (draw_center == 0) { + color.a = 0.0; + } +#endif + uv = uv * src_rect.zw + src_rect.xy; //apply region if needed +#endif + + if (clip_rect_uv) { + uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw)); + } + +#endif + +#if !defined(COLOR_USED) + //default behavior, texture by color + +#ifdef USE_DISTANCE_FIELD + const float smoothing = 1.0 / 32.0; + float distance = textureLod(color_texture, uv, 0.0).a; + color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; +#else + color *= texture(color_texture, uv); + +#endif + +#endif + + vec3 normal; + +#if defined(NORMAL_USED) + + bool normal_used = true; +#else + bool normal_used = false; +#endif + + if (use_default_normal) { + normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0; + normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy))); + normal_used = true; + } else { + normal = vec3(0.0, 0.0, 1.0); + } + +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; +#endif + + { + float normal_depth = 1.0; + +#if defined(NORMALMAP_USED) + vec3 normal_map = vec3(0.0, 0.0, 1.0); + normal_used = true; +#endif + + // If larger fvfs are used, final_modulate is passed as an attribute. + // we need to read from this in custom fragment shaders or applying in the post step, + // rather than using final_modulate directly. +#if defined(final_modulate_alias) +#undef final_modulate_alias +#endif +#ifdef USE_ATTRIB_MODULATE +#define final_modulate_alias modulate_interp +#else +#define final_modulate_alias final_modulate +#endif + + /* clang-format off */ + + + /* 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 + } +#ifdef DEBUG_ENCODED_32 + highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)); + color = vec4(vec3(enc32), 1.0); +#endif + +#if !defined(MODULATE_USED) + color *= final_modulate_alias; +#endif + +#ifdef USE_LIGHTING + + vec2 light_vec = transformed_light_uv; + vec2 shadow_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 = texture(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, + shadow_vec, + 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 +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + float angle_to_light = -atan(shadow_vec.x, shadow_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 = shadow_vec; + sh = 0.0 + (1.0 / 8.0); + } else if (abs_angle > 135.0 * PI / 180.0) { + point = -shadow_vec; + sh = 0.5 + (1.0 / 8.0); + } else if (angle_to_light > 0.0) { + point = vec2(shadow_vec.y, -shadow_vec.x); + sh = 0.25 + (1.0 / 8.0); + } else { + point = vec2(-shadow_vec.y, shadow_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(texture((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) + +#else + +#define SHADOW_DEPTH(m_tex, m_uv) (texture((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 + +#ifdef LINEAR_TO_SRGB + // regular Linear -> SRGB conversion + vec3 a = vec3(0.055); + color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); +#endif + + //color.rgb *= color.a; + frag_color = color; +} + +[vertex shader] +#version 330 +#define GLES_OVER_GL +#define USE_NINEPATCH_SCALING + +#define USE_TEXTURE_RECT +precision highp float; +precision highp int; + +layout(location = 0) in highp vec2 vertex; + +#ifdef USE_ATTRIB_LIGHT_ANGLE +layout(location = 2) in highp float light_angle; +#endif + +/* clang-format on */ +layout(location = 3) in vec4 color_attrib; + +#ifdef USE_ATTRIB_MODULATE +layout(location = 5) in vec4 modulate_attrib; // attrib:5 +#endif + +// Usually, final_modulate is passed as a uniform. However during batching +// If larger fvfs are used, final_modulate is passed as an attribute. +// we need to read from the attribute in custom vertex shader +// rather than the uniform. We do this by specifying final_modulate_alias +// in shaders rather than final_modulate directly. +#ifdef USE_ATTRIB_MODULATE +#define final_modulate_alias modulate_attrib +#else +#define final_modulate_alias final_modulate +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX +// shared with skeleton attributes, not used in batched shader +layout(location = 6) in vec2 translate_attrib; // attrib:6 +layout(location = 7) in vec4 basis_attrib; // attrib:7 +#endif + +#ifdef USE_SKELETON +layout(location = 6) in uvec4 bone_indices; // attrib:6 +layout(location = 7) in vec4 bone_weights; // attrib:7 +#endif + +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; + +#else + +#ifdef USE_INSTANCING + +layout(location = 8) in highp vec4 instance_xform0; +layout(location = 9) in highp vec4 instance_xform1; +layout(location = 10) in highp vec4 instance_xform2; +layout(location = 11) in lowp vec4 instance_color; + +#ifdef USE_INSTANCE_CUSTOM +layout(location = 12) in highp vec4 instance_custom_data; +#endif + +#endif + +layout(location = 4) in highp vec2 uv_attrib; + +// skeleton +#endif + +uniform highp vec2 color_texpixel_size; + +layout(std140) uniform CanvasItemData { //ubo:0 + + highp mat4 projection_matrix; + highp float time; +}; + +uniform highp mat4 modelview_matrix; +uniform highp mat4 extra_matrix; + +out highp vec2 uv_interp; +out mediump vec4 color_interp; + +#ifdef USE_ATTRIB_MODULATE +// modulate doesn't need interpolating but we need to send it to the fragment shader +flat out mediump vec4 modulate_interp; +#endif + +#ifdef MODULATE_USED +uniform mediump vec4 final_modulate; +#endif + +#ifdef USE_NINEPATCH + +out highp vec2 pixel_size_interp; +#endif + +#ifdef USE_SKELETON +uniform mediump sampler2D skeleton_texture; // texunit:-4 +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +#endif + +#ifdef USE_LIGHTING + +layout(std140) uniform LightData { //ubo:1 + + // light matrices + highp mat4 light_matrix; + highp mat4 light_local_matrix; + highp mat4 shadow_matrix; + highp vec4 light_color; + highp vec4 light_shadow_color; + highp vec2 light_pos; + highp float shadowpixel_size; + highp float shadow_gradient; + highp float light_height; + highp float light_outside_alpha; + highp float shadow_distance_mult; +}; + +out vec4 light_uv_interp; +out vec2 transformed_light_uv; + +out vec4 local_rot; + +#ifdef USE_SHADOWS +out highp vec2 pos; +#endif + +const bool at_light_pass = true; +#else +const bool at_light_pass = false; +#endif + +#if defined(USE_MATERIAL) + +/* clang-format off */ +layout(std140) uniform UniformData { //ubo:2 + + +}; +/* clang-format on */ + +#endif + +/* clang-format off */ + + +/* clang-format on */ + +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; + +#ifdef USE_INSTANCE_CUSTOM + vec4 instance_custom = instance_custom_data; +#else + vec4 instance_custom = vec4(0.0); +#endif + +#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; + } + highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0); + +#else + uv_interp = uv_attrib; + highp vec4 outvec = vec4(vertex, 0.0, 1.0); +#endif + +#ifdef USE_PARTICLES + //scale by texture size + outvec.xy /= color_texpixel_size; +#endif + +#define extra_matrix extra_matrix_instance + + float point_size = 1.0; + //for compatibility with the fragment shader we need to use uv here + vec2 uv = uv_interp; + { + /* clang-format off */ + + + /* clang-format on */ + } + + gl_PointSize = point_size; + uv_interp = uv; + +#ifdef USE_NINEPATCH + + pixel_size_interp = abs(dst_rect.zw) * vertex; +#endif + +#ifdef USE_ATTRIB_MODULATE + // modulate doesn't need interpolating but we need to send it to the fragment shader + modulate_interp = modulate_attrib; +#endif + +#ifdef USE_ATTRIB_LARGE_VERTEX + // transform is in attributes + vec2 temp; + + temp = outvec.xy; + temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z); + temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w); + + temp += translate_attrib; + outvec.xy = temp; + +#else + + // transform is in uniforms +#if !defined(SKIP_TRANSFORM_USED) + outvec = extra_matrix * outvec; + outvec = modelview_matrix * outvec; +#endif + +#endif // not large integer + +#undef extra_matrix + + color_interp = color; + +#ifdef USE_PIXEL_SNAP + outvec.xy = floor(outvec + 0.5).xy; + // precision issue on some hardware creates artifacts within texture + // offset uv by a small amount to avoid + uv_interp += 1e-5; +#endif + +#ifdef USE_SKELETON + + if (bone_weights != vec4(0.0)) { //must be a valid bone + //skeleton transform + + ivec4 bone_indicesi = ivec4(bone_indices); + + ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2); + + highp mat2x4 m; + m = mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.x; + + tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2); + + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.y; + + tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2); + + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.z; + + tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2); + + m += mat2x4( + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.w; + + mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * 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; + + mat3 inverse_light_matrix = mat3(inverse(light_matrix)); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping + +#ifdef USE_SHADOWS + pos = outvec.xy; +#endif + +#ifdef USE_ATTRIB_LIGHT_ANGLE + // we add a fixed offset because we are using the sign later, + // and don't want floating point error around 0.0 + float la = abs(light_angle) - 1.0; + + // vector light angle + vec4 vla; + vla.xy = vec2(cos(la), sin(la)); + vla.zw = vec2(-vla.y, vla.x); + vla.zw *= sign(light_angle); + + // apply the transform matrix. + // The rotate will be encoded in the transform matrix for single rects, + // and just the flips in the light angle. + // For batching we will encode the rotation and the flips + // in the light angle, and can use the same shader. + local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy); + local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy); +#else + 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 // not using light angle + +#endif +} + +/* clang-format off */ + |