2020-05-18 10:56:22 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#[vertex]
							 
						 
					
						
							
								
									
										
										
										
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								#version 450
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#VERSION_DEFINES
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								layout(location = 0) in vec2 vertex_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 3) in vec4 color_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 4) in vec2 uv_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-12-27 15:58:50 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if defined(CUSTOM0_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 6) in vec4 custom0_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(CUSTOM1_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 7) in vec4 custom1_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-01 22:40:47 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(location = 10) in uvec4 bone_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 11) in vec4 weight_attrib;
							 
						 
					
						
							
								
									
										
										
										
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								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#include "canvas_uniforms_inc.glsl"
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifndef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 4) out flat uint instance_index_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(location = 0) out vec2 uv_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 1) out vec4 color_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 2) out vec2 vertex_interp;
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef USE_NINEPATCH
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(location = 3) out vec2 pixel_size_interp;
							 
						 
					
						
							
								
									
										
										
										
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								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef MATERIAL_UNIFORMS_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#MATERIAL_UNIFORMS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} material;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
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								#GLOBALS
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec3 srgb_to_linear(vec3 color) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								void main() {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 instance_custom = vec4(0.0);
							 
						 
					
						
							
								
									
										
										
										
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								#if defined(CUSTOM0_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 custom0 = vec4(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(CUSTOM1_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 custom1 = vec4(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint instance_index = params.base_instance_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint instance_index = gl_InstanceIndex + params.base_instance_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									instance_index_interp = instance_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const InstanceData draw_data = instances.data[instance_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef USE_PRIMITIVE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//weird bug,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//this works
							 
						 
					
						
							
								
									
										
										
										
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									vec2 vertex;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 uv;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 color;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (gl_VertexIndex == 0) {
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vertex = draw_data.points[0];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uv = draw_data.uvs[0];
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else if (gl_VertexIndex == 1) {
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vertex = draw_data.points[1];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uv = draw_data.uvs[1];
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
							 
						 
					
						
							
								
									
										
										
										
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									} else {
							 
						 
					
						
							
								
									
										
										
										
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										vertex = draw_data.points[2];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uv = draw_data.uvs[2];
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uvec4 bones = uvec4(0, 0, 0, 0);
							 
						 
					
						
							
								
									
										
										
										
											2020-12-01 22:40:47 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec4 bone_weights = vec4(0.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#elif defined(USE_ATTRIBUTES)
							 
						 
					
						
							
								
									
										
										
										
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									vec2 vertex = vertex_attrib;
							 
						 
					
						
							
								
									
										
										
										
											2023-08-03 14:10:01 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec4 color = color_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (bool(draw_data.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										color.rgb = srgb_to_linear(color.rgb);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									color *= draw_data.modulation;
							 
						 
					
						
							
								
									
										
										
										
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									vec2 uv = uv_attrib;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-12-27 15:58:50 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if defined(CUSTOM0_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									custom0 = custom0_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(CUSTOM1_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									custom1 = custom1_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-01 22:40:47 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uvec4 bones = bone_attrib;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 bone_weights = weight_attrib;
							 
						 
					
						
							
								
									
										
										
										
											2023-12-27 15:58:50 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else // !USE_ATTRIBUTES
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									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));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec4 color = draw_data.modulation;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									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)));
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uvec4 bones = uvec4(0, 0, 0, 0);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-12-27 15:58:50 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-03-18 12:10:55 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									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));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (instancing > 1) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// trails
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint stride = 2 + 1 + 1; //particles always uses this format
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint trail_size = instancing;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uint offset = trail_size * stride * gl_InstanceIndex;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 pcolor;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec2 new_vertex;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										{
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint boffset = offset + bone_attrib.x * stride;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pcolor = transforms.data[boffset + 2] * weight_attrib.x;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (weight_attrib.y > 0.001) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint boffset = offset + bone_attrib.y * stride;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pcolor += transforms.data[boffset + 2] * weight_attrib.y;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (weight_attrib.z > 0.001) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint boffset = offset + bone_attrib.z * stride;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pcolor += transforms.data[boffset + 2] * weight_attrib.z;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (weight_attrib.w > 0.001) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint boffset = offset + bone_attrib.w * stride;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pcolor += transforms.data[boffset + 2] * weight_attrib.w;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										instance_custom = transforms.data[offset + 3];
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vertex = new_vertex;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										color *= pcolor;
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} else if (instancing == 1) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint stride = 2 + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint offset = stride * gl_InstanceIndex;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										offset += 2;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color *= transforms.data[offset];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											offset += 1;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											instance_custom = transforms.data[offset];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										matrix = transpose(matrix);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										model_matrix = model_matrix * matrix;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-10 13:12:44 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_POINT_SIZE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float point_size = 1.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2023-08-30 14:59:06 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_WORLD_VERTEX_COORDS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									{
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#CODE : VERTEX
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_NINEPATCH
							 
						 
					
						
							
								
									
										
										
										
											2019-06-19 17:03:19 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-08-30 14:59:06 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if !defined(SKIP_TRANSFORM_USED) && !defined(USE_WORLD_VERTEX_COORDS)
							 
						 
					
						
							
								
									
										
										
										
											2022-03-18 12:10:55 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									color_interp = color;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-29 18:09:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (canvas_data.use_pixel_snap) {
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										vertex = floor(vertex + 0.5);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// precision issue on some hardware creates artifacts within texture
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// offset uv by a small amount to avoid
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uv += 1e-5;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vertex_interp = vertex;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-19 17:03:19 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uv_interp = uv;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_POINT_SIZE
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									gl_PointSize = point_size;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-05-18 10:56:22 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#[fragment]
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#version 450
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#VERSION_DEFINES
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#include "canvas_uniforms_inc.glsl"
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifndef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 4) in flat uint instance_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(location = 0) in vec2 uv_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 1) in vec4 color_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 2) in vec2 vertex_interp;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_NINEPATCH
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(location = 3) in vec2 pixel_size_interp;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(location = 0) out vec4 frag_color;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef MATERIAL_UNIFORMS_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#MATERIAL_UNIFORMS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} material;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-26 09:50:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								vec2 screen_uv_to_sdf(vec2 p_uv) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return canvas_data.screen_to_sdf * p_uv;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float texture_sdf(vec2 p_sdf) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
							 
						 
					
						
							
								
									
										
										
										
											2023-05-27 00:35:16 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									float d = texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv).r;
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 11:25:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									d *= SDF_MAX_LENGTH;
							 
						 
					
						
							
								
									
										
										
										
											2020-11-26 09:50:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return d * canvas_data.tex_to_sdf;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec2 texture_sdf_normal(vec2 p_sdf) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float EPSILON = 0.001;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return normalize(vec2(
							 
						 
					
						
							
								
									
										
										
										
											2023-05-27 00:35:16 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(EPSILON, 0.0)).r,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(0.0, EPSILON)).r));
							 
						 
					
						
							
								
									
										
										
										
											2020-11-26 09:50:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec2 sdf_to_screen_uv(vec2 p_sdf) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return p_sdf * canvas_data.sdf_to_screen;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#GLOBALS
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								vec4 light_compute(
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_vertex,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_position,
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										vec3 normal,
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec4 light_color,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float light_energy,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 specular_shininess,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										inout vec4 shadow_modulate,
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										vec2 screen_uv,
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec2 uv,
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec4 color, bool is_directional) {
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec4 light = vec4(0.0);
							 
						 
					
						
							
								
									
										
										
										
											2022-09-28 11:45:08 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec3 light_direction = vec3(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (is_directional) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_position = vec3(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_direction = normalize(light_position - light_vertex);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#CODE : LIGHT
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return light;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_NINEPATCH
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const InstanceData draw_data = instances.data[params.base_instance_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const InstanceData draw_data = instances.data[instance_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									float tex_size = 1.0 / tex_pixel_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (pixel < margin_begin) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return pixel * tex_pixel_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else if (pixel >= draw_size - margin_end) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return (tex_size - (draw_size - pixel)) * tex_pixel_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										draw_center -= 1 - int(bitfieldExtract(draw_data.flags, FLAGS_NINEPACH_DRAW_CENTER_SHIFT, 1));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (np_repeat == 0) { // Stretch.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Convert to ratio.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// Scale to source texture.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} else if (np_repeat == 1) { // Tile.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Convert to offset.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// Scale to source texture.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											return (margin_begin + ofs) * tex_pixel_size;
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} else if (np_repeat == 2) { // Tile Fit.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Calculate scale.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											float src_area = draw_size - margin_begin - margin_end;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float dst_area = tex_size - margin_begin - margin_end;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// Convert to ratio.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											float ratio = (pixel - margin_begin) / src_area;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ratio = mod(ratio * scale, 1.0);
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// Scale to source texture.
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											return (margin_begin + ratio * dst_area) * tex_pixel_size;
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:58:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} else { // Shouldn't happen, but silences compiler warning.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return 0.0;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_LIGHTING
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float cNdotL = max(0.0, dot(normal, light_vec));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (specular_shininess_used) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//blinn
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 half_vec = normalize(view + light_vec);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float cNdotV = max(dot(normal, view), 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float cNdotH = max(dot(normal, half_vec), 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float cVdotH = max(dot(view, half_vec), 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float cLdotH = max(dot(light_vec, half_vec), 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float blinn = pow(cNdotH, shininess);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return light_color * base_color * cNdotL;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//float distance = length(shadow_pos);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 shadow_modulate
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float shadow;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow = 0.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow /= 5.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else { //PCF13
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow = 0.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										shadow /= 13.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2021-01-09 22:45:03 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									shadow_color.rgb *= shadow_modulate;
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									shadow_color.a *= light_color.a; //respect light alpha
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return mix(light_color, shadow_color, shadow);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch (blend_mode) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case LIGHT_FLAGS_BLEND_MODE_ADD: {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.rgb += light_color.rgb * light_color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case LIGHT_FLAGS_BLEND_MODE_SUB: {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.rgb -= light_color.rgb * light_color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case LIGHT_FLAGS_BLEND_MODE_MIX: {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-27 15:30:33 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								float msdf_median(float r, float g, float b, float a) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return min(max(min(r, g), min(max(r, g), b)), a);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								void main() {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 color = color_interp;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 uv = uv_interp;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec2 vertex = vertex_interp;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const InstanceData draw_data = instances.data[params.base_instance_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const InstanceData draw_data = instances.data[instance_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif // USE_ATTRIBUTES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-24 16:13:06 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_NINEPATCH
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int draw_center = 2;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uv = vec2(
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (draw_center == 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										color.a = 0.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
							 
						 
					
						
							
								
									
										
										
										
											2019-06-19 17:03:19 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-27 15:30:33 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifndef USE_PRIMITIVE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (bool(draw_data.flags & FLAGS_USE_MSDF)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float px_range = draw_data.ninepatch_margins.x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float outline_thickness = draw_data.ninepatch_margins.y;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//float reserved1 = draw_data.ninepatch_margins.z;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//float reserved2 = draw_data.ninepatch_margins.w;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec2 dest_size = vec2(1.0) / fwidth(uv);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (outline_thickness > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float a = clamp((d + cr) * px_size, 0.0, 1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.a = a * color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float a = clamp(d * px_size + 0.5, 0.0, 1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.a = a * color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2022-08-12 14:03:28 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (lcd_sample.a == 1.0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color.rgb = lcd_sample.rgb * color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											color = vec4(0.0, 0.0, 0.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2020-12-27 15:30:33 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									{
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										color *= texture(sampler2D(color_texture, texture_sampler), uv);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uint light_count = bitfieldExtract(draw_data.flags, FLAGS_LIGHT_COUNT_SHIFT, 4); //max 16 lights
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool using_light = (light_count + canvas_data.directional_light_count) > 0;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(NORMAL_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool normal_used = true;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool normal_used = false;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
							 
						 
					
						
							
								
									
										
										
										
											2024-01-15 17:32:26 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (bool(draw_data.flags & FLAGS_TRANSPOSE_RECT)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											normal.xy = normal.yx;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2023-01-14 11:50:42 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (bool(draw_data.flags & FLAGS_FLIP_H)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											normal.x = -normal.x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (bool(draw_data.flags & FLAGS_FLIP_V)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											normal.y = -normal.y;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2023-04-18 17:26:17 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										normal_used = true;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										normal = vec3(0.0, 0.0, 1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 specular_shininess;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(SPECULAR_SHININESS_USED)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool specular_shininess_used = true;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool specular_shininess_used = false;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										specular_shininess_used = true;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										specular_shininess = vec4(1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#if defined(SCREEN_UV_USED)
							 
						 
					
						
							
								
									
										
										
										
											2019-07-27 10:23:24 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 screen_uv = vec2(0.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec3 light_vertex = vec3(vertex, 0.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec2 shadow_vertex = vertex;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									{
							 
						 
					
						
							
								
									
										
										
										
											2021-01-04 14:08:01 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										float normal_map_depth = 1.0;
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-23 09:34:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if defined(NORMAL_MAP_USED)
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										vec3 normal_map = vec3(0.0, 0.0, 1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										normal_used = true;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#CODE : FRAGMENT
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-23 09:34:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if defined(NORMAL_MAP_USED)
							 
						 
					
						
							
								
									
										
										
										
											2021-01-04 14:08:01 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (normal_used) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//convert by item transform
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//convert by canvas transform
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-10-12 17:55:01 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec4 base_color = color;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-26 09:50:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_ONLY
							 
						 
					
						
							
								
									
										
										
										
											2023-03-21 12:18:15 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									float light_only_alpha = 0.0;
							 
						 
					
						
							
								
									
										
										
										
											2022-09-25 12:13:46 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#elif !defined(MODE_UNSHADED)
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									color *= canvas_data.canvas_modulation;
							 
						 
					
						
							
								
									
										
										
										
											2020-11-26 09:50:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(USE_LIGHTING) && !defined(MODE_UNSHADED)
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Directional Lights
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint i = 0; i < canvas_data.directional_light_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint light_base = i;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec2 direction = light_array.data[light_base].position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 light_color = light_array.data[light_base].color;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 shadow_modulate = vec4(1.0);
							 
						 
					
						
							
								
									
										
										
										
											2022-10-12 17:55:01 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (normal_used) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
							 
						 
					
						
							
								
									
										
										
										
											2022-10-12 17:55:01 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light_color.rgb *= base_color.rgb;
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											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.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											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);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light_color = light_shadow_compute(light_base, light_color, shadow_uv
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													,
							 
						 
					
						
							
								
									
										
										
										
											2021-01-09 22:45:03 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													shadow_modulate.rgb
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_blend_compute(light_base, light_color, color.rgb);
							 
						 
					
						
							
								
									
										
										
										
											2023-03-21 12:18:15 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_ONLY
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_only_alpha += light_color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Positional Lights
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (i >= light_count) {
							 
						 
					
						
							
								
									
										
										
										
											2019-07-10 17:44:55 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2024-07-30 07:23:03 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uint light_base = bitfieldExtract(draw_data.lights[i >> 2], (int(i) & 0x3) * 8, 8);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-14 20:32:54 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_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.
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
							 
						 
					
						
							
								
									
										
										
										
											2024-04-19 16:10:11 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//if outside the light texture, light color is zero
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											continue;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec4 light_base_color = light_array.data[light_base].color;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 shadow_modulate = vec4(1.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_color.rgb *= light_base_color.rgb;
							 
						 
					
						
							
								
									
										
										
										
											2022-10-12 17:55:01 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_color.rgb *= light_base_color.rgb * light_base_color.a;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (normal_used) {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											vec3 pos = light_vertex;
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											vec3 light_vec = normalize(light_pos - pos);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-10-12 17:55:01 -07:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light_color.rgb *= base_color.rgb;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											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.
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec2 pos_norm = normalize(shadow_pos);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec2 pos_abs = abs(pos_norm);
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											float tex_ofs;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float distance;
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if (pos_rot.y > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if (pos_rot.x > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													tex_ofs = pos_box.y * 0.125 + 0.125;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													distance = shadow_pos.x;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												} else {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													distance = shadow_pos.y;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} else {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if (pos_rot.x < 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													distance = -shadow_pos.x;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												} else {
							 
						 
					
						
							
								
									
										
										
										
											2019-11-05 12:01:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													distance = -shadow_pos.y;
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											distance *= light_array.data[light_base].shadow_zfar_inv;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											//float distance = length(shadow_pos);
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 12:15:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-08 09:53:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light_color = light_shadow_compute(light_base, light_color, shadow_uv
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:01:43 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef LIGHT_CODE_USED
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													,
							 
						 
					
						
							
								
									
										
										
										
											2021-01-09 22:45:03 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													shadow_modulate.rgb
							 
						 
					
						
							
								
									
										
										
										
											2019-07-21 11:31:30 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											);
							 
						 
					
						
							
								
									
										
										
										
											2019-07-07 01:49:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 16:51:53 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_blend_compute(light_base, light_color, color.rgb);
							 
						 
					
						
							
								
									
										
										
										
											2023-03-21 12:18:15 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_ONLY
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_only_alpha += light_color.a;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2019-07-10 17:44:55 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2019-07-04 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-03-21 12:18:15 +03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_ONLY
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									color.a *= light_only_alpha;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-06-15 23:45:24 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									frag_color = color;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}