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Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data

Support CUSTOM shader attributes in 2D
This commit is contained in:
Rémi Verschelde
2024-02-08 10:53:24 +01:00
10 changed files with 106 additions and 25 deletions

View File

@@ -9,6 +9,14 @@ layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
#if defined(CUSTOM0_USED)
layout(location = 6) in vec4 custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
layout(location = 7) in vec4 custom1_attrib;
#endif
layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
@@ -44,6 +52,13 @@ vec3 srgb_to_linear(vec3 color) {
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(CUSTOM0_USED)
vec4 custom0 = vec4(0.0);
#endif
#if defined(CUSTOM1_USED)
vec4 custom1 = vec4(0.0);
#endif
#ifdef USE_PRIMITIVE
//weird bug,
@@ -78,9 +93,17 @@ void main() {
color *= draw_data.modulation;
vec2 uv = uv_attrib;
#if defined(CUSTOM0_USED)
custom0 = custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
custom1 = custom1_attrib;
#endif
uvec4 bones = bone_attrib;
vec4 bone_weights = weight_attrib;
#else
#else // !USE_ATTRIBUTES
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];
@@ -90,7 +113,7 @@ void main() {
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);
#endif
#endif // USE_ATTRIBUTES
mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));