diff options
| author | Juan Linietsky | 2015-11-24 10:52:41 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2015-11-24 10:52:41 -0300 |
| commit | 082e3fbb2920340cec7e7b1a3f39083325b4b341 (patch) | |
| tree | 753668f4057e41724d905bbfc8c74665b6422f7f /drivers | |
| parent | ccd40f76e8975b679619eb3591eb56376e82a6b3 (diff) | |
| parent | 2ea992b7881a350ebae7df45c8069830e2ef6cc2 (diff) | |
| download | godot-082e3fbb2920340cec7e7b1a3f39083325b4b341.tar.gz godot-082e3fbb2920340cec7e7b1a3f39083325b4b341.tar.zst godot-082e3fbb2920340cec7e7b1a3f39083325b4b341.zip | |
Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
main/main.cpp
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 3 | ||||
| -rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 10 | ||||
| -rw-r--r-- | drivers/gles2/shaders/material.glsl | 8 |
3 files changed, 19 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index b473e8493..39b448d6e 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4641,6 +4641,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (light_flags.uses_light) { enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); } + if (light_flags.uses_shadow_color) { + enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n"); + } if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); uses_time=true; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index c8f59ce22..f981529ee 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -221,6 +221,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a uses_light=true; } + if (vnode->name==vname_shadow) { + uses_shadow_color=true; + } + } if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { @@ -783,13 +787,14 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { replace_table["texscreen"]= "texscreen"; replace_table["texpos"]= "texpos"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"]="tangent_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"]="binormalf"; - + + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"]="vertex_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"]="normal_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"]="tangent_interp"; @@ -858,6 +863,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"]="light"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"]="gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"]="src_vtx"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"]="outvec.xy"; diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 38fb03ab5..ccd80bf2f 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -1175,6 +1175,10 @@ FRAGMENT_SHADER_CODE vec3 mdiffuse = diffuse.rgb; vec3 light; +#if defined(USE_LIGHT_SHADOW_COLOR) + vec3 shadow_color=vec3(0.0,0.0,0.0); +#endif + #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { @@ -1195,6 +1199,10 @@ LIGHT_SHADER_CODE #endif diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation; +#if defined(USE_LIGHT_SHADOW_COLOR) + diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation); +#endif + #ifdef USE_FOG diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a); |
