-made normalmaps easier in 2D, fixes #1467

This commit is contained in:
Juan Linietsky 2015-04-27 08:11:54 -03:00
parent 82cbee2d2d
commit 0adca0a7c9
6 changed files with 26 additions and 0 deletions

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@ -4609,6 +4609,10 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_normal) {
enablers.push_back("#define NORMAL_USED\n");
}
if (fragment_flags.uses_normalmap) {
enablers.push_back("#define USE_NORMALMAP\n");
}
if (light_flags.uses_light) {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}

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@ -243,6 +243,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_normal) {
uses_normal=true;
}
if (vnode->name==vname_normalmap || vnode->name==vname_normalmap_depth) {
uses_normalmap=true;
uses_normal=true;
}
if (vnode->name==vname_screen_uv) {
uses_screen_uv=true;
@ -810,6 +814,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[4]["POSITION"]="gl_Position";
mode_replace_table[4]["NORMAL"]="normal";
mode_replace_table[4]["NORMALMAP"]="normal_map";
mode_replace_table[4]["NORMALMAP_DEPTH"]="normal_depth";
mode_replace_table[4]["UV"]="uv_interp";
mode_replace_table[4]["SRC_COLOR"]="color_interp";
mode_replace_table[4]["COLOR"]="color";
@ -861,6 +867,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_light="LIGHT";
vname_time="TIME";
vname_normalmap="NORMALMAP";
vname_normalmap_depth="NORMALMAP_DEPTH";
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
vname_world_vec="WORLD_VERTEX";

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@ -72,6 +72,7 @@ private:
StringName vname_light;
StringName vname_time;
StringName vname_normalmap;
StringName vname_normalmap_depth;
StringName vname_normal;
StringName vname_texpixel_size;
StringName vname_world_vec;

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@ -207,7 +207,17 @@ void main() {
{
#if defined(USE_NORMALMAP)
vec3 normal_map=vec3(0.0,0.0,1.0);
float normal_depth=1.0;
#endif
FRAGMENT_SHADER_CODE
#if defined(USE_NORMALMAP)
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_depth );
#endif
}
#ifdef DEBUG_ENCODED_32
highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );

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@ -1350,6 +1350,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT},
//canvas item light in
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},

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@ -1145,6 +1145,8 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_fragment_builtins_defs[]={
{ "SRC_COLOR", TYPE_VEC4},
{ "POSITION", TYPE_VEC4},
{ "NORMAL", TYPE_VEC3},
{ "NORMALMAP", TYPE_VEC3},
{ "NORMALMAP_DEPTH", TYPE_FLOAT},
{ "UV", TYPE_VEC2},
{ "COLOR", TYPE_VEC4},
{ "TEXTURE", TYPE_TEXTURE},