Created
January 25, 2025 08:27
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Remove branching from drop-shadow shader
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// based on https://godotshaders.com/shader/drop-shadow/ | |
shader_type canvas_item; | |
uniform vec4 drop_shadow_color : hint_color = vec4(0,0,0,0.5); | |
uniform vec2 shadow_offset = vec2(0.1); | |
varying float max_offset; | |
void vertex() { | |
max_offset = max( | |
abs(shadow_offset.x), | |
abs(shadow_offset.y) | |
); | |
VERTEX *= 1. + 2. * max_offset; | |
} | |
vec4 sample_texture(sampler2D texture, vec2 uv) { | |
float true_x_lt = step(uv.x, 0.); | |
float true_y_lt = step(uv.y, 0.); | |
float true_x_gt = step(1.0, uv.x); | |
float true_y_gt = step(1.0, uv.y); | |
float multiplier = 1.0 - max(true_y_gt, max(true_y_lt, max(true_x_gt, true_x_lt))); | |
return texture(texture, uv) * vec4(multiplier); | |
} | |
vec4 mixcolor(vec4 colA, vec4 colB) { | |
return vec4( | |
colA.rgb + colB.a * (colB.rgb - colA.rgb), | |
max(colA.a, colB.a) | |
); | |
} | |
void fragment() { | |
vec2 uv = UV * (1. + 2. * max_offset) - vec2(max_offset); | |
vec4 original_color = sample_texture(TEXTURE, uv); | |
vec4 shadow_color = sample_texture(TEXTURE, uv - shadow_offset).a * drop_shadow_color; | |
float gate = step(0.0001, shadow_color.a); | |
COLOR = mix( | |
original_color, | |
mixcolor(shadow_color, original_color), | |
gate | |
); | |
} |
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