/*************************************************************************/
/*  rasterizer_canvas_gles3.cpp                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "rasterizer_canvas_gles3.h"

#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_scene_gles3.h"
#include "servers/visual/visual_server_raster.h"

#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif

static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {

	p_array[0] = p_mtx.elements[0][0];
	p_array[1] = p_mtx.elements[0][1];
	p_array[2] = 0;
	p_array[3] = 0;
	p_array[4] = p_mtx.elements[1][0];
	p_array[5] = p_mtx.elements[1][1];
	p_array[6] = 0;
	p_array[7] = 0;
	p_array[8] = 0;
	p_array[9] = 0;
	p_array[10] = 1;
	p_array[11] = 0;
	p_array[12] = p_mtx.elements[2][0];
	p_array[13] = p_mtx.elements[2][1];
	p_array[14] = 0;
	p_array[15] = 1;
}

static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
	p_array[0] = p_mtx.basis.elements[0][0];
	p_array[1] = p_mtx.basis.elements[1][0];
	p_array[2] = p_mtx.basis.elements[2][0];
	p_array[3] = 0;
	p_array[4] = p_mtx.basis.elements[0][1];
	p_array[5] = p_mtx.basis.elements[1][1];
	p_array[6] = p_mtx.basis.elements[2][1];
	p_array[7] = 0;
	p_array[8] = p_mtx.basis.elements[0][2];
	p_array[9] = p_mtx.basis.elements[1][2];
	p_array[10] = p_mtx.basis.elements[2][2];
	p_array[11] = 0;
	p_array[12] = p_mtx.origin.x;
	p_array[13] = p_mtx.origin.y;
	p_array[14] = p_mtx.origin.z;
	p_array[15] = 1;
}

static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {

	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {

			p_array[i * 4 + j] = p_mtx.matrix[i][j];
		}
	}
}

RID RasterizerCanvasGLES3::light_internal_create() {

	LightInternal *li = memnew(LightInternal);

	glGenBuffers(1, &li->ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	return light_internal_owner.make_rid(li);
}

void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {

	LightInternal *li = light_internal_owner.getornull(p_rid);
	ERR_FAIL_COND(!li);

	store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
	store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
	store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);

	for (int i = 0; i < 4; i++) {

		li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
		li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
	}

	li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
	li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
	li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
	li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
	li->ubo_data.light_height = p_light->height;
	if (p_light->radius_cache == 0)
		li->ubo_data.shadow_gradient = 0;
	else
		li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);

	li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);

	glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {

	LightInternal *li = light_internal_owner.getornull(p_rid);
	ERR_FAIL_COND(!li);

	glDeleteBuffers(1, &li->ubo);
	light_internal_owner.free(p_rid);
	memdelete(li);
}

void RasterizerCanvasGLES3::canvas_begin() {

	if (storage->frame.current_rt && storage->frame.clear_request) {
		// a clear request may be pending, so do it
		bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];

		glClearColor(storage->frame.clear_request_color.r,
				storage->frame.clear_request_color.g,
				storage->frame.clear_request_color.b,
				transparent ? storage->frame.clear_request_color.a : 1.0);
		glClear(GL_COLOR_BUFFER_BIT);
		storage->frame.clear_request = false;
		glColorMask(1, 1, 1, transparent ? 1 : 0);
	}

	reset_canvas();

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);

	state.canvas_shader.set_custom_shader(0);
	state.canvas_shader.bind();
	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
	if (storage->frame.current_rt) {
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
	} else {
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
	}

	//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
	//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
	//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());

	glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
	glBindVertexArray(data.canvas_quad_array);
	state.using_texture_rect = true;
	state.using_ninepatch = false;
	state.using_skeleton = false;
}

void RasterizerCanvasGLES3::canvas_end() {

	glBindVertexArray(0);
	glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
	glColorMask(1, 1, 1, 1);

	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

	state.using_texture_rect = false;
	state.using_ninepatch = false;
}

RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {

	RasterizerStorageGLES3::Texture *tex_return = NULL;

	if (p_texture == state.current_tex && !p_force) {
		tex_return = state.current_tex_ptr;
	} else if (p_texture.is_valid()) {

		RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);

		if (!texture) {
			state.current_tex = RID();
			state.current_tex_ptr = NULL;
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

		} else {

			if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
				VisualServerRaster::redraw_request();
			}

			texture = texture->get_ptr();

			if (texture->render_target)
				texture->render_target->used_in_frame = true;

			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, texture->tex_id);
			state.current_tex = p_texture;
			state.current_tex_ptr = texture;

			tex_return = texture;
		}

	} else {

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
		state.current_tex = RID();
		state.current_tex_ptr = NULL;
	}

	if (p_normal_map == state.current_normal && !p_force) {
		//do none
		state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());

	} else if (p_normal_map.is_valid()) {

		RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);

		if (!normal_map) {
			state.current_normal = RID();
			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
			state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);

		} else {

			if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
				VisualServerRaster::redraw_request();
			}

			normal_map = normal_map->get_ptr();

			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
			state.current_normal = p_normal_map;
			state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
		}

	} else {

		state.current_normal = RID();
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
	}

	return tex_return;
}

void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {

	if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
		return;

	if (p_enable) {
		glBindVertexArray(data.canvas_quad_array);

	} else {
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	}

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
	state.canvas_shader.bind();
	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
	if (state.using_skeleton) {
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
	}
	if (storage->frame.current_rt) {
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
	} else {
		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
	}
	state.using_texture_rect = p_enable;
	state.using_ninepatch = p_ninepatch;
}

void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {

	glBindVertexArray(data.polygon_buffer_pointer_array);
	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	//vertex
	glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
	buffer_ofs += sizeof(Vector2) * p_vertex_count;
	//color
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	if (p_uvs) {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	if (p_bones && p_weights) {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
		glEnableVertexAttribArray(VS::ARRAY_BONES);
		//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
		glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(int) * 4 * p_vertex_count;

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
		glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
		glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(float) * 4 * p_vertex_count;

	} else if (state.using_skeleton) {
		glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
		glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
	}

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	//bind the indices buffer.
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);

	//draw the triangles.
	glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);

	storage->frame.canvas_draw_commands++;

	if (p_bones && p_weights) {
		//not used so often, so disable when used
		glDisableVertexAttribArray(VS::ARRAY_BONES);
		glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
	}

	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {

	glBindVertexArray(data.polygon_buffer_pointer_array);
	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	//vertex
	glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
	buffer_ofs += sizeof(Vector2) * p_vertex_count;
	//color

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(p_primitive, 0, p_vertex_count);

	storage->frame.canvas_draw_commands++;

	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES3::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {

	glBindVertexArray(data.polygon_buffer_pointer_array);
	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	//vertex
	glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
	buffer_ofs += sizeof(Vector2) * p_vertex_count;
	//color
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	if (p_uvs) {

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif

	//bind the indices buffer.
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);

	//draw the triangles.
	glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);

	storage->frame.canvas_draw_commands++;

	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {

	static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };

	//#define GLES_USE_PRIMITIVE_BUFFER

	int version = 0;
	int color_ofs = 0;
	int uv_ofs = 0;
	int stride = 2;

	if (p_colors) { //color
		version |= 1;
		color_ofs = stride;
		stride += 4;
	}

	if (p_uvs) { //uv
		version |= 2;
		uv_ofs = stride;
		stride += 2;
	}

	float b[(2 + 2 + 4) * 4];

	for (int i = 0; i < p_points; i++) {
		b[stride * i + 0] = p_vertices[i].x;
		b[stride * i + 1] = p_vertices[i].y;
	}

	if (p_colors) {

		for (int i = 0; i < p_points; i++) {
			b[stride * i + color_ofs + 0] = p_colors[i].r;
			b[stride * i + color_ofs + 1] = p_colors[i].g;
			b[stride * i + color_ofs + 2] = p_colors[i].b;
			b[stride * i + color_ofs + 3] = p_colors[i].a;
		}
	}

	if (p_uvs) {

		for (int i = 0; i < p_points; i++) {
			b[stride * i + uv_ofs + 0] = p_uvs[i].x;
			b[stride * i + uv_ofs + 1] = p_uvs[i].y;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
	//TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]);
	glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
	glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
	glDrawArrays(prim[p_points], 0, p_points);
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	storage->frame.canvas_draw_commands++;
}

static const GLenum gl_primitive[] = {
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};

void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {

	int cc = p_item->commands.size();
	Item::Command **commands = p_item->commands.ptrw();

	for (int i = 0; i < cc; i++) {

		Item::Command *c = commands[i];

		switch (c->type) {
			case Item::Command::TYPE_LINE: {

				Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
				_set_texture_rect_mode(false);

				_bind_canvas_texture(RID(), RID());

				glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);

				if (line->width <= 1) {
					Vector2 verts[2] = {
						Vector2(line->from.x, line->from.y),
						Vector2(line->to.x, line->to.y)
					};

#ifdef GLES_OVER_GL
					if (line->antialiased)
						glEnable(GL_LINE_SMOOTH);
#endif
					//glLineWidth(line->width);
					_draw_gui_primitive(2, verts, NULL, NULL);

#ifdef GLES_OVER_GL
					if (line->antialiased)
						glDisable(GL_LINE_SMOOTH);
#endif
				} else {
					//thicker line

					Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;

					Vector2 verts[4] = {
						line->from - t,
						line->from + t,
						line->to + t,
						line->to - t,
					};

					//glLineWidth(line->width);
					_draw_gui_primitive(4, verts, NULL, NULL);
#ifdef GLES_OVER_GL
					if (line->antialiased) {
						glEnable(GL_LINE_SMOOTH);
						for (int j = 0; j < 4; j++) {
							Vector2 vertsl[2] = {
								verts[j],
								verts[(j + 1) % 4],
							};
							_draw_gui_primitive(2, vertsl, NULL, NULL);
						}
						glDisable(GL_LINE_SMOOTH);
					}
#endif
				}

			} break;
			case Item::Command::TYPE_POLYLINE: {

				Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
				_set_texture_rect_mode(false);

				_bind_canvas_texture(RID(), RID());

				if (pline->triangles.size()) {

					_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
#ifdef GLES_OVER_GL
					glEnable(GL_LINE_SMOOTH);
					if (pline->multiline) {
						//needs to be different
					} else {
						_draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
					}
					glDisable(GL_LINE_SMOOTH);
#endif
				} else {

#ifdef GLES_OVER_GL
					if (pline->antialiased)
						glEnable(GL_LINE_SMOOTH);
#endif

					if (pline->multiline) {
						int todo = pline->lines.size() / 2;
						int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
						int offset = 0;

						while (todo) {
							int to_draw = MIN(max_per_call, todo);
							_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
							todo -= to_draw;
							offset += to_draw * 2;
						}

					} else {

						_draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
					}

#ifdef GLES_OVER_GL
					if (pline->antialiased)
						glDisable(GL_LINE_SMOOTH);
#endif
				}

			} break;
			case Item::Command::TYPE_RECT: {

				Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);

				_set_texture_rect_mode(true);

				//set color
				glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);

				if (texture) {

					bool untile = false;

					if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
						untile = true;
					}

					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
					Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);

					if (dst_rect.size.width < 0) {
						dst_rect.position.x += dst_rect.size.width;
						dst_rect.size.width *= -1;
					}
					if (dst_rect.size.height < 0) {
						dst_rect.position.y += dst_rect.size.height;
						dst_rect.size.height *= -1;
					}

					if (rect->flags & CANVAS_RECT_FLIP_H) {
						src_rect.size.x *= -1;
					}

					if (rect->flags & CANVAS_RECT_FLIP_V) {
						src_rect.size.y *= -1;
					}

					if (rect->flags & CANVAS_RECT_TRANSPOSE) {
						dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
					}

					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);

					state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
					state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
					state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);

					glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

					if (untile) {
						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
						glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
					}

				} else {
					Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);

					if (dst_rect.size.width < 0) {
						dst_rect.position.x += dst_rect.size.width;
						dst_rect.size.width *= -1;
					}
					if (dst_rect.size.height < 0) {
						dst_rect.position.y += dst_rect.size.height;
						dst_rect.size.height *= -1;
					}

					state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
					state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
					state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
					glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
				}

				storage->frame.canvas_draw_commands++;

			} break;

			case Item::Command::TYPE_NINEPATCH: {

				Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);

				_set_texture_rect_mode(true, true);

				glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);

				Size2 texpixel_size;

				if (!texture) {

					texpixel_size = Size2(1, 1);

					state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));

				} else {

					if (np->source != Rect2()) {
						texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
					} else {
						texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
					}
				}

				state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
				state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
				state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
				state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
				state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
				state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));

				glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

				storage->frame.canvas_draw_commands++;
			} break;

			case Item::Command::TYPE_PRIMITIVE: {

				Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
				_set_texture_rect_mode(false);

				ERR_CONTINUE(primitive->points.size() < 1);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}
				if (primitive->colors.size() == 1 && primitive->points.size() > 1) {

					Color col = primitive->colors[0];
					glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);

				} else if (primitive->colors.empty()) {
					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
				}

				_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());

			} break;
			case Item::Command::TYPE_POLYGON: {

				Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
				_set_texture_rect_mode(false);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
#ifdef GLES_OVER_GL
				if (polygon->antialiased) {
					glEnable(GL_LINE_SMOOTH);
					_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
					glDisable(GL_LINE_SMOOTH);
				}
#endif

			} break;
			case Item::Command::TYPE_MESH: {

				Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
				_set_texture_rect_mode(false);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);

				RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
				if (mesh_data) {

					for (int j = 0; j < mesh_data->surfaces.size(); j++) {
						RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
						// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
						glBindVertexArray(s->array_id);

						glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);

						if (s->index_array_len) {
							glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
						} else {
							glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
						}

						glBindVertexArray(0);
					}
				}
				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);

			} break;
			case Item::Command::TYPE_MULTIMESH: {

				Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);

				RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);

				if (!multi_mesh)
					break;

				RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);

				if (!mesh_data)
					break;

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);

				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
				//reset shader and force rebind
				state.using_texture_rect = true;
				_set_texture_rect_mode(false);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);

				if (amount == -1) {
					amount = multi_mesh->size;
				}

				for (int j = 0; j < mesh_data->surfaces.size(); j++) {
					RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
					// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
					glBindVertexArray(s->instancing_array_id);

					glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer

					int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
					glEnableVertexAttribArray(8);
					glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
					glVertexAttribDivisor(8, 1);
					glEnableVertexAttribArray(9);
					glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
					glVertexAttribDivisor(9, 1);

					int color_ofs;

					if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
						glEnableVertexAttribArray(10);
						glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
						glVertexAttribDivisor(10, 1);
						color_ofs = 12 * 4;
					} else {
						glDisableVertexAttribArray(10);
						glVertexAttrib4f(10, 0, 0, 1, 0);
						color_ofs = 8 * 4;
					}

					int custom_data_ofs = color_ofs;

					switch (multi_mesh->color_format) {

						case VS::MULTIMESH_COLOR_NONE: {
							glDisableVertexAttribArray(11);
							glVertexAttrib4f(11, 1, 1, 1, 1);
						} break;
						case VS::MULTIMESH_COLOR_8BIT: {
							glEnableVertexAttribArray(11);
							glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
							glVertexAttribDivisor(11, 1);
							custom_data_ofs += 4;

						} break;
						case VS::MULTIMESH_COLOR_FLOAT: {
							glEnableVertexAttribArray(11);
							glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
							glVertexAttribDivisor(11, 1);
							custom_data_ofs += 4 * 4;
						} break;
					}

					switch (multi_mesh->custom_data_format) {

						case VS::MULTIMESH_CUSTOM_DATA_NONE: {
							glDisableVertexAttribArray(12);
							glVertexAttrib4f(12, 1, 1, 1, 1);
						} break;
						case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
							glEnableVertexAttribArray(12);
							glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
							glVertexAttribDivisor(12, 1);

						} break;
						case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
							glEnableVertexAttribArray(12);
							glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
							glVertexAttribDivisor(12, 1);
						} break;
					}

					if (s->index_array_len) {
						glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
					} else {
						glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
					}

					glBindVertexArray(0);
				}

				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
				state.using_texture_rect = true;
				_set_texture_rect_mode(false);

			} break;
			case Item::Command::TYPE_PARTICLES: {

				Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);

				RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
				if (!particles)
					break;

				if (particles->inactive && !particles->emitting)
					break;

				glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white

				VisualServerRaster::redraw_request();

				storage->particles_request_process(particles_cmd->particles);
				//enable instancing

				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
				//reset shader and force rebind
				state.using_texture_rect = true;
				_set_texture_rect_mode(false);

				RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
				} else {
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
				}

				if (!particles->use_local_coords) {

					Transform2D inv_xf;
					inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
					inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
					inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
					inv_xf.affine_invert();

					state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
				}

				glBindVertexArray(data.particle_quad_array); //use particle quad array
				glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer

				int stride = sizeof(float) * 4 * 6;

				int amount = particles->amount;

				if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {

					glEnableVertexAttribArray(8); //xform x
					glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
					glVertexAttribDivisor(8, 1);
					glEnableVertexAttribArray(9); //xform y
					glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
					glVertexAttribDivisor(9, 1);
					glEnableVertexAttribArray(10); //xform z
					glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
					glVertexAttribDivisor(10, 1);
					glEnableVertexAttribArray(11); //color
					glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
					glVertexAttribDivisor(11, 1);
					glEnableVertexAttribArray(12); //custom
					glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
					glVertexAttribDivisor(12, 1);

					glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
				} else {
					//split
					int split = int(Math::ceil(particles->phase * particles->amount));

					if (amount - split > 0) {
						glEnableVertexAttribArray(8); //xform x
						glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
						glVertexAttribDivisor(8, 1);
						glEnableVertexAttribArray(9); //xform y
						glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
						glVertexAttribDivisor(9, 1);
						glEnableVertexAttribArray(10); //xform z
						glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
						glVertexAttribDivisor(10, 1);
						glEnableVertexAttribArray(11); //color
						glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
						glVertexAttribDivisor(11, 1);
						glEnableVertexAttribArray(12); //custom
						glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
						glVertexAttribDivisor(12, 1);

						glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
					}

					if (split > 0) {
						glEnableVertexAttribArray(8); //xform x
						glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
						glVertexAttribDivisor(8, 1);
						glEnableVertexAttribArray(9); //xform y
						glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
						glVertexAttribDivisor(9, 1);
						glEnableVertexAttribArray(10); //xform z
						glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
						glVertexAttribDivisor(10, 1);
						glEnableVertexAttribArray(11); //color
						glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
						glVertexAttribDivisor(11, 1);
						glEnableVertexAttribArray(12); //custom
						glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
						glVertexAttribDivisor(12, 1);

						glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
					}
				}

				glBindVertexArray(0);

				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
				state.using_texture_rect = true;
				_set_texture_rect_mode(false);

			} break;
			case Item::Command::TYPE_CIRCLE: {

				_set_texture_rect_mode(false);

				Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
				static const int numpoints = 32;
				Vector2 points[numpoints + 1];
				points[numpoints] = circle->pos;
				int indices[numpoints * 3];

				for (int j = 0; j < numpoints; j++) {

					points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
					indices[j * 3 + 0] = j;
					indices[j * 3 + 1] = (j + 1) % numpoints;
					indices[j * 3 + 2] = numpoints;
				}

				_bind_canvas_texture(RID(), RID());
				_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);

				//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
				//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
			} break;
			case Item::Command::TYPE_TRANSFORM: {

				Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
				state.extra_matrix = transform->xform;
				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);

			} break;
			case Item::Command::TYPE_CLIP_IGNORE: {

				Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
				if (current_clip) {

					if (ci->ignore != reclip) {
						if (ci->ignore) {

							glDisable(GL_SCISSOR_TEST);
							reclip = true;
						} else {

							glEnable(GL_SCISSOR_TEST);
							//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
							//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
							int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
							if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
								y = current_clip->final_clip_rect.position.y;

							glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);

							reclip = false;
						}
					}
				}

			} break;
		}
	}
}

void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {

	ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers.");

	glDisable(GL_BLEND);

	state.canvas_texscreen_used = true;
	//blur diffuse into effect mipmaps using separatable convolution
	//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

	Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);

	Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);

	if (p_rect != Rect2()) {

		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
	}

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);

	storage->shaders.copy.bind();
	storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);

	scene_render->_copy_screen();

	for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {

		int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
		int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
		glViewport(0, 0, vp_w, vp_h);
		//horizontal pass
		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
		scene_render->state.effect_blur_shader.bind();
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);

		scene_render->_copy_screen();

		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);

		//vertical pass
		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
		scene_render->state.effect_blur_shader.bind();
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger

		scene_render->_copy_screen();

		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
	}

	scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
	glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);

	// back to canvas, force rebind
	state.using_texture_rect = true;
	_set_texture_rect_mode(false);

	_bind_canvas_texture(state.current_tex, state.current_normal, true);

	glEnable(GL_BLEND);
}

void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {

	Item *current_clip = NULL;
	RasterizerStorageGLES3::Shader *shader_cache = NULL;

	bool rebind_shader = true;

	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	state.current_tex = RID();
	state.current_tex_ptr = NULL;
	state.current_normal = RID();
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	int last_blend_mode = -1;

	RID canvas_last_material;

	bool prev_distance_field = false;
	bool prev_use_skeleton = false;

	while (p_item_list) {

		Item *ci = p_item_list;

		if (prev_distance_field != ci->distance_field) {

			state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
			prev_distance_field = ci->distance_field;
			rebind_shader = true;
		}

		if (current_clip != ci->final_clip_owner) {

			current_clip = ci->final_clip_owner;

			//setup clip
			if (current_clip) {

				glEnable(GL_SCISSOR_TEST);
				int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
					y = current_clip->final_clip_rect.position.y;

				glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);

			} else {

				glDisable(GL_SCISSOR_TEST);
			}
		}

		if (ci->copy_back_buffer) {

			if (ci->copy_back_buffer->full) {

				_copy_texscreen(Rect2());
			} else {
				_copy_texscreen(ci->copy_back_buffer->rect);
			}
		}

		RasterizerStorageGLES3::Skeleton *skeleton = NULL;

		{
			//skeleton handling
			if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
				skeleton = storage->skeleton_owner.get(ci->skeleton);
				if (!skeleton->use_2d) {
					skeleton = NULL;
				} else {
					state.skeleton_transform = p_transform * skeleton->base_transform_2d;
					state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
				}
			}

			bool use_skeleton = skeleton != NULL;
			if (prev_use_skeleton != use_skeleton) {
				rebind_shader = true;
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
				prev_use_skeleton = use_skeleton;
			}

			if (skeleton) {
				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
				glBindTexture(GL_TEXTURE_2D, skeleton->texture);
				state.using_skeleton = true;
			} else {
				state.using_skeleton = false;
			}
		}

		//begin rect
		Item *material_owner = ci->material_owner ? ci->material_owner : ci;

		RID material = material_owner->material;

		if (material != canvas_last_material || rebind_shader) {

			RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
			RasterizerStorageGLES3::Shader *shader_ptr = NULL;

			if (material_ptr) {

				shader_ptr = material_ptr->shader;

				if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
					shader_ptr = NULL; //do not use non canvasitem shader
				}
			}

			if (shader_ptr) {

				if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
					//copy if not copied before
					_copy_texscreen(Rect2());

					// blend mode will have been enabled so make sure we disable it again later on
					last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
				}

				if (shader_ptr != shader_cache || rebind_shader) {

					if (shader_ptr->canvas_item.uses_time) {
						VisualServerRaster::redraw_request();
					}

					state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
					state.canvas_shader.bind();
				}

				if (material_ptr->ubo_id) {
					glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
				}

				int tc = material_ptr->textures.size();
				RID *textures = material_ptr->textures.ptrw();
				ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();

				for (int i = 0; i < tc; i++) {

					glActiveTexture(GL_TEXTURE2 + i);

					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
					if (!t) {

						switch (texture_hints[i]) {
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
							} break;
							default: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
							} break;
						}

						//check hints

						continue;
					}

					if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
						VisualServerRaster::redraw_request();
					}

					t = t->get_ptr();

					if (storage->config.srgb_decode_supported && t->using_srgb) {
						//no srgb in 2D
						glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
						t->using_srgb = false;
					}

					glBindTexture(t->target, t->tex_id);
				}

			} else {
				state.canvas_shader.set_custom_shader(0);
				state.canvas_shader.bind();
			}

			shader_cache = shader_ptr;

			canvas_last_material = material;
			rebind_shader = false;
		}

		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
		if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
			blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
		}
		bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
		bool reclip = false;

		if (last_blend_mode != blend_mode) {
			if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
				// re-enable it
				glEnable(GL_BLEND);
			} else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
				// disable it
				glDisable(GL_BLEND);
			}

			switch (blend_mode) {

				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {

					// nothing to do here

				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {

					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {

					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {

					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
					}
				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
					} else {
						glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}

				} break;
			}

			last_blend_mode = blend_mode;
		}

		state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);

		state.final_transform = ci->final_transform;
		state.extra_matrix = Transform2D();

		if (state.using_skeleton) {
			state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
			state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
		}

		state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
		if (storage->frame.current_rt) {
			state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
		} else {
			state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
		}
		if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
			_canvas_item_render_commands(ci, current_clip, reclip);

		if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {

			Light *light = p_light;
			bool light_used = false;
			VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
			state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate

			while (light) {

				if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {

					//intersects this light

					if (!light_used || mode != light->mode) {

						mode = light->mode;

						switch (mode) {

							case VS::CANVAS_LIGHT_MODE_ADD: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);

							} break;
							case VS::CANVAS_LIGHT_MODE_SUB: {
								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);
							} break;
							case VS::CANVAS_LIGHT_MODE_MIX:
							case VS::CANVAS_LIGHT_MODE_MASK: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

							} break;
						}
					}

					if (!light_used) {

						state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
						light_used = true;
					}

					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;

					state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
					if (has_shadow) {
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
					}

					bool light_rebind = state.canvas_shader.bind();

					if (light_rebind) {

						state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
						if (storage->frame.current_rt) {
							state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
						} else {
							state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
						}
					}

					glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);

					if (has_shadow) {

						RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
						glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
						glBindTexture(GL_TEXTURE_2D, cls->distance);

						/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
						canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
						canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
					}

					glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
					if (!t) {
						glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
					} else {
						t = t->get_ptr();

						glBindTexture(t->target, t->tex_id);
					}

					glActiveTexture(GL_TEXTURE0);
					_canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
				}

				light = light->next_ptr;
			}

			if (light_used) {

				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);

				state.canvas_shader.bind();

				last_blend_mode = -1;

				/*
				//this is set again, so it should not be needed anyway?
				state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
							ci->final_modulate.r * p_modulate.r,
							ci->final_modulate.g * p_modulate.g,
							ci->final_modulate.b * p_modulate.b,
							ci->final_modulate.a * p_modulate.a );


				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
				state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);

				glBlendEquation(GL_FUNC_ADD);

				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

				//@TODO RESET canvas_blend_mode
				*/
			}
		}

		if (reclip) {

			glEnable(GL_SCISSOR_TEST);
			int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
				y = current_clip->final_clip_rect.position.y;
			glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
		}

		p_item_list = p_item_list->next;
	}

	if (current_clip) {
		glDisable(GL_SCISSOR_TEST);
	}
	//disable states that may have been used
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
}

void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {

	Light *light = p_lights_with_shadow;

	canvas_begin(); //reset
	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	int h = 10;
	int w = storage->frame.current_rt->width;
	int ofs = h;
	glDisable(GL_BLEND);

	while (light) {
		if (light->shadow_buffer.is_valid()) {

			RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
			if (sb) {
				glBindTexture(GL_TEXTURE_2D, sb->distance);
				draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
				ofs += h * 2;
			}
		}

		light = light->shadows_next_ptr;
	}

	canvas_end();
}

void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {

	RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
	ERR_FAIL_COND(!cls);

	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glDisable(GL_CULL_FACE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);

	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	state.canvas_shadow_shader.bind();

	glViewport(0, 0, cls->size, cls->height);
	glClearDepth(1.0f);
	glClearColor(1, 1, 1, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;

	for (int i = 0; i < 4; i++) {

		//make sure it remains orthogonal, makes easy to read angle later

		Transform light;
		light.origin[0] = p_light_xform[2][0];
		light.origin[1] = p_light_xform[2][1];
		light.basis[0][0] = p_light_xform[0][0];
		light.basis[0][1] = p_light_xform[1][0];
		light.basis[1][0] = p_light_xform[0][1];
		light.basis[1][1] = p_light_xform[1][1];

		//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));

		//p_near=1;
		CameraMatrix projection;
		{
			real_t fov = 90;
			real_t nearp = p_near;
			real_t farp = p_far;
			real_t aspect = 1.0;

			real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
			real_t ymin = -ymax;
			real_t xmin = ymin * aspect;
			real_t xmax = ymax * aspect;

			projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
		}

		Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
		projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());

		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);

		if (i == 0)
			*p_xform_cache = projection;

		glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);

		LightOccluderInstance *instance = p_occluders;

		while (instance) {

			RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
			if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {

				instance = instance->next;
				continue;
			}

			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);

			VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;

			if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
					(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
				transformed_cull_cache =
						transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
								VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
								VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
			}

			if (cull != transformed_cull_cache) {

				cull = transformed_cull_cache;
				switch (cull) {
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {

						glDisable(GL_CULL_FACE);

					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_FRONT);
					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_BACK);

					} break;
				}
			}

			glBindVertexArray(cc->array_id);
			glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);

			instance = instance->next;
		}
	}

	glBindVertexArray(0);
}
void RasterizerCanvasGLES3::reset_canvas() {

	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glColorMask(1, 1, 1, 1); //don't touch alpha
	}

	glBindVertexArray(0);
	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	} else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	//glLineWidth(1.0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	//use for reading from screen
	if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
	}

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

	Transform canvas_transform;

	if (storage->frame.current_rt) {

		float csy = 1.0;
		if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
			csy = -1.0;
		}
		canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
	} else {
		Vector2 ssize = OS::get_singleton()->get_window_size();
		canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
	}

	state.vp = canvas_transform;

	store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
	state.canvas_item_ubo_data.time = storage->frame.time[0];

	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	state.canvas_texscreen_used = false;
}

void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {

	state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
	state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
	state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
	Vector2 half_size;
	if (storage->frame.current_rt) {
		half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
	} else {
		half_size = OS::get_singleton()->get_window_size();
	}
	half_size *= 0.5;
	Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
	Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);

	float aspect_ratio = p_rect.size.x / p_rect.size.y;

	// setup our lens shader
	state.lens_shader.bind();
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
	state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);

	glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
	glBindVertexArray(data.canvas_quad_array);

	// and draw
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	glBindVertexArray(0);
	glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
}

void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {

	Vector2 window_size = OS::get_singleton()->get_window_size();
	int window_h = window_size.height;
	int window_w = window_size.width;

	glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
	glViewport(0, 0, window_size.width, window_size.height);
	canvas_begin();

	if (black_image[MARGIN_LEFT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_LEFT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_LEFT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_RIGHT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_RIGHT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_TOP].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_TOP], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_TOP]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_BOTTOM].is_valid()) {

		_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_BOTTOM]) {

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
	}
}

void RasterizerCanvasGLES3::initialize() {

	{
		//quad buffers

		glGenBuffers(1, &data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		{
			const float qv[8] = {
				0, 0,
				0, 1,
				1, 1,
				1, 0
			};

			glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
		}

		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

		glGenVertexArrays(1, &data.canvas_quad_array);
		glBindVertexArray(data.canvas_quad_array);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
		glEnableVertexAttribArray(0);
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
	}
	{
		//particle quad buffers

		glGenBuffers(1, &data.particle_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
		{
			//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
			const float qv[16] = {
				-0.5, -0.5,
				0.0, 0.0,
				-0.5, 0.5,
				0.0, 1.0,
				0.5, 0.5,
				1.0, 1.0,
				0.5, -0.5,
				1.0, 0.0
			};

			glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
		}

		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

		glGenVertexArrays(1, &data.particle_quad_array);
		glBindVertexArray(data.particle_quad_array);
		glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
		glEnableVertexAttribArray(VS::ARRAY_VERTEX);
		glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
	}
	{

		uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		poly_size *= 1024; //kb
		poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
		glGenBuffers(1, &data.polygon_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
		glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		data.polygon_buffer_size = poly_size;

		//quad arrays
		for (int i = 0; i < 4; i++) {
			glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
			glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
			glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);

			int uv_ofs = 0;
			int color_ofs = 0;
			int stride = 2 * 4;

			if (i & 1) { //color
				color_ofs = stride;
				stride += 4 * 4;
			}

			if (i & 2) { //uv
				uv_ofs = stride;
				stride += 2 * 4;
			}

			glEnableVertexAttribArray(VS::ARRAY_VERTEX);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);

			if (i & 1) {
				glEnableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
			}

			if (i & 2) {
				glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
				glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
			}

			glBindVertexArray(0);
		}

		glGenVertexArrays(1, &data.polygon_buffer_pointer_array);

		uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		index_size *= 1024; //kb
		glGenBuffers(1, &data.polygon_index_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		data.polygon_index_buffer_size = index_size;
	}

	store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);

	glGenBuffers(1, &state.canvas_item_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	state.canvas_shader.init();
	state.canvas_shader.set_base_material_tex_index(2);
	state.canvas_shadow_shader.init();
	state.lens_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
	state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
}

void RasterizerCanvasGLES3::finalize() {

	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);

	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);

	glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}

RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
}
