godot/drivers/gles3/shaders/copy.glsl
clayjohn e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00

59 lines
1.1 KiB
GLSL

/* clang-format off */
#[modes]
mode_default = #define MODE_SIMPLE_COPY
mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
#[specializations]
#[vertex]
layout(location = 0) in vec2 vertex_attrib;
out vec2 uv_interp;
/* clang-format on */
#ifdef USE_COPY_SECTION
uniform highp vec4 copy_section;
#endif
void main() {
uv_interp = vertex_attrib * 0.5 + 0.5;
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#ifdef USE_COPY_SECTION
gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
}
/* clang-format off */
#[fragment]
in vec2 uv_interp;
/* clang-format on */
#ifdef MODE_SIMPLE_COLOR
uniform vec4 color_in;
#endif
#ifdef MODE_GAUSSIAN_BLUR
uniform highp vec2 pixel_size;
#endif
uniform sampler2D source; // texunit:0
layout(location = 0) out vec4 frag_color;
void main() {
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source, uv_interp);
frag_color = color;
#endif
#ifdef MODE_SIMPLE_COLOR
frag_color = color_in;
#endif
}