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2ec234ff67
This is an initial implementation based on the current RD implementation Performance will improve later
69 lines
1.4 KiB
GLSL
69 lines
1.4 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_sdf =
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mode_shadow = #define MODE_SHADOW
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mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
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#[specializations]
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#[vertex]
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layout(location = 0) in vec3 vertex;
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uniform highp mat4 projection;
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uniform highp vec4 modelview1;
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uniform highp vec4 modelview2;
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uniform highp vec2 direction;
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uniform highp float z_far;
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#ifdef MODE_SHADOW
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out float depth;
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#endif
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void main() {
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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#ifdef MODE_SHADOW
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depth = dot(direction, vtx.xy);
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#endif
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gl_Position = projection * vtx;
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}
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#[fragment]
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uniform highp mat4 projection;
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uniform highp vec4 modelview1;
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uniform highp vec4 modelview2;
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uniform highp vec2 direction;
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uniform highp float z_far;
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#ifdef MODE_SHADOW
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in highp float depth;
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#endif
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#ifdef USE_RGBA_SHADOWS
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layout(location = 0) out lowp vec4 out_buf;
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#else
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layout(location = 0) out highp float out_buf;
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#endif
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void main() {
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float out_depth = 1.0;
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#ifdef MODE_SHADOW
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out_depth = depth / z_far;
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#endif
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#ifdef USE_RGBA_SHADOWS
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out_depth = clamp(out_depth, -1.0, 1.0);
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out_depth = out_depth * 0.5 + 0.5;
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highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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out_buf = comp;
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#else
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out_buf = out_depth;
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#endif
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}
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