mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 05:33:11 +00:00
Fixes canvas light shaders.
Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
(cherry picked from commit 25ba49fd88
)
This commit is contained in:
parent
6d767b0f9a
commit
0d2a2a9300
@ -795,7 +795,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
|
||||
//actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
|
||||
|
||||
@ -805,9 +804,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
||||
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
|
||||
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
|
||||
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
|
||||
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
|
||||
actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
||||
|
||||
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
||||
|
||||
/** SPATIAL SHADER **/
|
||||
|
@ -285,7 +285,19 @@ MATERIAL_UNIFORMS
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
void light_compute(inout vec4 light,vec2 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
|
||||
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,
|
||||
vec3 normal,
|
||||
vec2 uv,
|
||||
#if defined(SCREEN_UV_USED)
|
||||
vec2 screen_uv,
|
||||
#endif
|
||||
vec4 color) {
|
||||
|
||||
#if defined(USE_LIGHT_SHADER_CODE)
|
||||
|
||||
@ -462,39 +474,41 @@ FRAGMENT_SHADER_CODE
|
||||
float att=1.0;
|
||||
|
||||
vec2 light_uv = light_uv_interp.xy;
|
||||
vec4 light = texture(light_texture,light_uv) * light_color;
|
||||
#if defined(SHADOW_COLOR_USED)
|
||||
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
|
||||
#endif
|
||||
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,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color);
|
||||
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
|
||||
|
||||
#else
|
||||
light *= real_light_color;
|
||||
|
||||
if (normal_used) {
|
||||
|
||||
vec3 light_normal = normalize(vec3(light_vec,-light_height));
|
||||
vec3 light_normal = normalize(vec3(light_vec,-real_light_height));
|
||||
light*=max(dot(-light_normal,normal),0.0);
|
||||
}
|
||||
|
||||
color*=light;
|
||||
/*
|
||||
#ifdef USE_NORMAL
|
||||
color.xy=local_rot.xy;//normal.xy;
|
||||
color.zw=vec2(0.0,1.0);
|
||||
#endif
|
||||
*/
|
||||
|
||||
//light shader code
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef USE_SHADOWS
|
||||
|
||||
@ -634,13 +648,8 @@ FRAGMENT_SHADER_CODE
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(SHADOW_COLOR_USED)
|
||||
color=mix(shadow_color,color,shadow_attenuation);
|
||||
#else
|
||||
//color*=shadow_attenuation;
|
||||
color=mix(light_shadow_color,color,shadow_attenuation);
|
||||
#endif
|
||||
color=mix(real_light_shadow_color,color,shadow_attenuation);
|
||||
//use shadows
|
||||
#endif
|
||||
}
|
||||
|
@ -207,7 +207,7 @@ ShaderTypes::ShaderTypes() {
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
|
Loading…
Reference in New Issue
Block a user