godot/drivers/gles3/shaders/canvas_uniforms_inc.glsl

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#define MAX_LIGHTS_PER_ITEM uint(16)
#define M_PI 3.14159265359
#define SDF_MAX_LENGTH 16384.0
//1 means enabled, 2+ means trails in use
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#define FLAGS_INSTANCING_MASK uint(0x7F)
#define FLAGS_INSTANCING_HAS_COLORS uint(1 << 7)
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << 8)
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#define FLAGS_CLIP_RECT_UV uint(1 << 9)
#define FLAGS_TRANSPOSE_RECT uint(1 << 10)
// (1 << 11) is for FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR in RD backends, unused here.
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#define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12)
#define FLAGS_USING_PARTICLES uint(1 << 13)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
#define FLAGS_LIGHT_COUNT_SHIFT 20
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#define FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 27)
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#define FLAGS_USE_MSDF uint(1 << 28)
#define FLAGS_USE_LCD uint(1 << 29)
#define FLAGS_FLIP_H uint(1 << 30)
#define FLAGS_FLIP_V uint(1 << 31)
layout(std140) uniform GlobalShaderUniformData { //ubo:1
vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
layout(std140) uniform CanvasData { //ubo:0
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
bool use_pixel_snap;
vec4 sdf_to_tex;
vec2 screen_to_sdf;
vec2 sdf_to_screen;
uint directional_light_count;
float tex_to_sdf;
uint pad1;
uint pad2;
};
#ifndef DISABLE_LIGHTING
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#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MIX uint(2 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MASK uint(3 << 16)
#define LIGHT_FLAGS_HAS_SHADOW uint(1 << 20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
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#define LIGHT_FLAGS_FILTER_MASK uint(3 << 22)
#define LIGHT_FLAGS_SHADOW_NEAREST uint(0 << 22)
#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
uint shadow_color; // packed
uint flags; //index to light texture
float shadow_pixel_size;
float height;
vec2 position;
float shadow_zfar_inv;
float shadow_y_ofs;
vec4 atlas_rect;
};
layout(std140) uniform LightData { //ubo:2
Light light_array[MAX_LIGHTS];
};
#endif // DISABLE_LIGHTING