diff options
author | David Snopek <dsnopek@gmail.com> | 2023-01-27 22:03:00 -0600 |
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committer | David Snopek <dsnopek@gmail.com> | 2023-01-31 11:36:14 -0600 |
commit | bd9dfcff3d68236fd5f1b2973cabcc5f06e13105 (patch) | |
tree | d4e287a45419264ad2bc83d3920f8c3e56b5234a /drivers/gles3/shaders/sky.glsl | |
parent | 2b710bc336a02ace95eb0588f3b0744923faf004 (diff) |
Fix sky rendering with multiview in OpenGL
Diffstat (limited to 'drivers/gles3/shaders/sky.glsl')
-rw-r--r-- | drivers/gles3/shaders/sky.glsl | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index 4c0fe47f6b..e59bca8b07 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -10,6 +10,9 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA #[specializations] +USE_MULTIVIEW = false +USE_INVERTED_Y = true + #[vertex] layout(location = 0) in vec2 vertex_attrib; @@ -19,7 +22,11 @@ out vec2 uv_interp; void main() { uv_interp = vertex_attrib; +#ifdef USE_INVERTED_Y gl_Position = vec4(uv_interp, 1.0, 1.0); +#else + gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0); +#endif } /* clang-format off */ @@ -37,6 +44,9 @@ uniform samplerCube radiance; //texunit:-1 #ifdef USE_CUBEMAP_PASS uniform samplerCube half_res; //texunit:-2 uniform samplerCube quarter_res; //texunit:-3 +#elif defined(USE_MULTIVIEW) +uniform sampler2DArray half_res; //texunit:-2 +uniform sampler2DArray quarter_res; //texunit:-3 #else uniform sampler2D half_res; //texunit:-2 uniform sampler2D quarter_res; //texunit:-3 @@ -102,6 +112,15 @@ uniform float fog_density; uniform float z_far; uniform uint directional_light_count; +#ifdef USE_MULTIVIEW +layout(std140) uniform MultiviewData { // ubo:5 + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; +} +multiview_data; +#endif + layout(location = 0) out vec4 frag_color; #ifdef USE_DEBANDING @@ -115,9 +134,20 @@ vec3 interleaved_gradient_noise(vec2 pos) { void main() { vec3 cube_normal; +#ifdef USE_MULTIVIEW + // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject. + vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0); + vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject; + cube_normal = unprojected.xyz / unprojected.w; + cube_normal += multiview_data.eye_offset[ViewIndex].xyz; +#else cube_normal.z = -1.0; cube_normal.x = (uv_interp.x + projection.x) / projection.y; cube_normal.y = (-uv_interp.y - projection.z) / projection.w; +#endif +#ifndef USE_INVERTED_Y + cube_normal.y *= -1.0; +#endif cube_normal = mat3(orientation) * cube_normal; cube_normal = normalize(cube_normal); @@ -146,12 +176,20 @@ void main() { #endif #else #ifdef USES_HALF_RES_COLOR +#ifdef USE_MULTIVIEW + half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0); +#else half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif +#endif #ifdef USES_QUARTER_RES_COLOR +#ifdef USE_MULTIVIEW + quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0); +#else quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif #endif +#endif { |