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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-04-28 19:56:16 +0200
committerGitHub <noreply@github.com>2022-04-28 19:56:16 +0200
commitf394388aa23a5b4815491613b67cc0ef7de4ef4e (patch)
treeaee465a6d5940f88d81d388e2ea37f442e524955 /drivers/gles3/shaders
parent212989d467b2ab091fe0d78b4ca09e76f9c92e0d (diff)
parent2f2064fe3d08b71491a7e8ea01b91af71ae05c93 (diff)
Merge pull request #60503 from clayjohn/OPENGL-3D
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/SCsub1
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/sky.glsl179
3 files changed, 181 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 2f56b77bdc..8443b5df85 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -5,3 +5,4 @@ Import("env")
if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("canvas.glsl")
env.GLES3_GLSL("copy.glsl")
+ env.GLES3_GLSL("sky.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index f7db1d950c..41d308b776 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -286,7 +286,7 @@ in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
-uniform MaterialUniforms{
+layout(std140) uniform MaterialUniforms{
//ubo:4
#MATERIAL_UNIFORMS
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
new file mode 100644
index 0000000000..0faa3eb70c
--- /dev/null
+++ b/drivers/gles3/shaders/sky.glsl
@@ -0,0 +1,179 @@
+/* clang-format off */
+#[modes]
+
+mode_background =
+mode_half_res = #define USE_HALF_RES_PASS
+mode_quarter_res = #define USE_QUARTER_RES_PASS
+mode_cubemap = #define USE_CUBEMAP_PASS
+mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
+mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
+
+#[specializations]
+
+#[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ // One big triangle to cover the whole screen
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
+ uv_interp = base_arr[gl_VertexID];
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define M_PI 3.14159265359
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+in vec2 uv_interp;
+
+/* clang-format on */
+
+uniform samplerCube radiance; //texunit:-1
+#ifdef USE_CUBEMAP_PASS
+uniform samplerCube half_res; //texunit:-2
+uniform samplerCube quarter_res; //texunit:-3
+#else
+uniform sampler2D half_res; //texunit:-2
+uniform sampler2D quarter_res; //texunit:-3
+#endif
+
+layout(std140) uniform CanvasData { //ubo:0
+ mat3 orientation;
+ vec4 projection;
+ vec4 position_multiplier;
+ float time;
+ float luminance_multiplier;
+ float pad1;
+ float pad2;
+};
+
+layout(std140) uniform GlobalVariableData { //ubo:1
+ vec4 global_variables[MAX_GLOBAL_VARIABLES];
+};
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(std140) uniform DirectionalLights { //ubo:2
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{
+//ubo:3
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+#ifdef USE_CUBEMAP_PASS
+#define AT_CUBEMAP_PASS true
+#else
+#define AT_CUBEMAP_PASS false
+#endif
+
+#ifdef USE_HALF_RES_PASS
+#define AT_HALF_RES_PASS true
+#else
+#define AT_HALF_RES_PASS false
+#endif
+
+#ifdef USE_QUARTER_RES_PASS
+#define AT_QUARTER_RES_PASS true
+#else
+#define AT_QUARTER_RES_PASS false
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec3 cube_normal;
+ 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;
+ cube_normal = mat3(orientation) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+ cube_normal = normalize(cube_normal);
+
+ vec2 uv = uv_interp * 0.5 + 0.5;
+
+ vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+
+ if (panorama_coords.x < 0.0) {
+ panorama_coords.x += M_PI * 2.0;
+ }
+
+ panorama_coords /= vec2(M_PI * 2.0, M_PI);
+
+ vec3 color = vec3(0.0, 0.0, 0.0);
+ float alpha = 1.0; // Only available to subpasses
+ vec4 half_res_color = vec4(1.0);
+ vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
+
+#ifdef USE_CUBEMAP_PASS
+ vec3 inverted_cube_normal = cube_normal;
+ inverted_cube_normal.z *= -1.0;
+#ifdef USES_HALF_RES_COLOR
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#else
+#ifdef USES_HALF_RES_COLOR
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#endif
+
+ {
+
+#CODE : SKY
+
+ }
+
+ frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
+ frag_color.a = alpha;
+
+ // Blending is disabled for Sky, so alpha doesn't blend
+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+ frag_color.a = 0.0;
+ }
+}