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Implement DirectionalLight2D
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
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@@ -249,7 +249,7 @@ vec4 light_compute(
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inout vec4 shadow_modulate,
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vec2 screen_uv,
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vec2 uv,
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vec4 color) {
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vec4 color, bool is_directional) {
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vec4 light = vec4(0.0);
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/* clang-format off */
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LIGHT_SHADER_CODE
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@@ -302,6 +302,99 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
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#endif
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#ifdef USE_LIGHTING
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vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
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float cNdotL = max(0.0, dot(normal, light_vec));
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if (specular_shininess_used) {
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//blinn
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vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
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vec3 half_vec = normalize(view + light_vec);
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float cNdotV = max(dot(normal, view), 0.0);
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float cNdotH = max(dot(normal, half_vec), 0.0);
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float cVdotH = max(dot(view, half_vec), 0.0);
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float cLdotH = max(dot(light_vec, half_vec), 0.0);
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float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
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} else {
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return light_color * base_color * cNdotL;
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}
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}
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//float distance = length(shadow_pos);
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vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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#ifdef LIGHT_SHADER_CODE_USED
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,
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vec3 shadow_modulate
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#endif
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) {
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float shadow;
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uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow /= 5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
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shadow /= 13.0;
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}
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vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
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#ifdef LIGHT_SHADER_CODE_USED
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shadow_color *= shadow_modulate;
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#endif
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shadow_color.a *= light_color.a; //respect light alpha
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return mix(light_color, shadow_color, shadow);
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}
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void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
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uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
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switch (blend_mode) {
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case LIGHT_FLAGS_BLEND_MODE_ADD: {
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color.rgb += light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_SUB: {
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color.rgb -= light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MIX: {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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}
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}
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#endif
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void main() {
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vec4 color = color_interp;
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vec2 uv = uv_interp;
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@@ -332,6 +425,7 @@ void main() {
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color *= texture(sampler2D(color_texture, texture_sampler), uv);
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uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
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bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
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vec3 normal;
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@@ -341,7 +435,7 @@ void main() {
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bool normal_used = false;
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#endif
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if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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normal_used = true;
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@@ -358,7 +452,7 @@ void main() {
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bool specular_shininess_used = false;
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#endif
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if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
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specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
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specular_shininess_used = true;
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@@ -401,13 +495,52 @@ FRAGMENT_SHADER_CODE
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normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
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}
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vec4 base_color = color;
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vec3 base_color = color.rgb;
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if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
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color = vec4(0.0); //invisible by default due to using light mask
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}
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color *= canvas_data.canvas_modulation;
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#ifdef USE_LIGHTING
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// Directional Lights
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for (uint i = 0; i < canvas_data.directional_light_count; i++) {
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uint light_base = i;
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vec2 direction = light_array.data[light_base].position;
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vec4 light_color = light_array.data[light_base].color;
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#ifdef LIGHT_SHADER_CODE_USED
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vec4 shadow_modulate = vec4(1.0);
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light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
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#else
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if (normal_used) {
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vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
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light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
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}
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#endif
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if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
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light_color = light_shadow_compute(light_base, light_color, shadow_uv
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#ifdef LIGHT_SHADER_CODE_USED
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,
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shadow_modulate
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#endif
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);
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}
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light_blend_compute(light_base, light_color, color.rgb);
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}
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// Positional Lights
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for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
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if (i >= light_count) {
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break;
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@@ -440,7 +573,7 @@ FRAGMENT_SHADER_CODE
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vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
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light_color.rgb *= light_base_color.rgb;
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light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
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light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false);
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#else
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light_color.rgb *= light_base_color.rgb * light_base_color.a;
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@@ -451,24 +584,7 @@ FRAGMENT_SHADER_CODE
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vec3 light_vec = normalize(light_pos - pos);
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float cNdotL = max(0.0, dot(normal, light_vec));
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if (specular_shininess_used) {
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//blinn
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vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
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vec3 half_vec = normalize(view + light_vec);
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float cNdotV = max(dot(normal, view), 0.0);
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float cNdotH = max(dot(normal, half_vec), 0.0);
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float cVdotH = max(dot(view, half_vec), 0.0);
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float cLdotH = max(dot(light_vec, half_vec), 0.0);
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float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
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} else {
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light_color.rgb *= cNdotL;
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}
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light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
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}
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#endif
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if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
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@@ -506,69 +622,17 @@ FRAGMENT_SHADER_CODE
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distance *= light_array.data[light_base].shadow_zfar_inv;
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//float distance = length(shadow_pos);
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float shadow;
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uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow /= 5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
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shadow /= 13.0;
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}
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vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
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light_color = light_shadow_compute(light_base, light_color, shadow_uv
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#ifdef LIGHT_SHADER_CODE_USED
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shadow_color *= shadow_modulate;
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,
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shadow_modulate
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#endif
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shadow_color.a *= light_color.a; //respect light alpha
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light_color = mix(light_color, shadow_color, shadow);
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//light_color = mix(light_color, shadow_color, shadow);
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);
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}
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uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
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switch (blend_mode) {
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case LIGHT_FLAGS_BLEND_MODE_ADD: {
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color.rgb += light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_SUB: {
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color.rgb -= light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MIX: {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MASK: {
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light_color.a *= base_color.a;
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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}
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light_blend_compute(light_base, light_color, color.rgb);
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}
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#endif
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@@ -68,7 +68,10 @@ layout(set = 0, binding = 1, std140) uniform CanvasData {
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float time;
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bool use_pixel_snap;
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//uint light_count;
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uint directional_light_count;
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uint pad0;
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uint pad1;
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uint pad2;
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}
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canvas_data;
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