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path: root/drivers/gles3/shaders/sky.glsl
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Diffstat (limited to 'drivers/gles3/shaders/sky.glsl')
-rw-r--r--drivers/gles3/shaders/sky.glsl103
1 files changed, 46 insertions, 57 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index 0faa3eb70c..eb1befe38e 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -12,22 +12,13 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA
#[vertex]
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
+layout(location = 0) in vec2 vertex_attrib;
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];
+ uv_interp = vertex_attrib;
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
@@ -36,19 +27,7 @@ void main() {
#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
+#include "tonemap_inc.glsl"
in vec2 uv_interp;
@@ -63,18 +42,8 @@ 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];
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
struct DirectionalLightData {
@@ -83,20 +52,21 @@ struct DirectionalLightData {
bool enabled;
};
-layout(std140) uniform DirectionalLights { //ubo:2
+layout(std140) uniform DirectionalLights { //ubo:4
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
+/* clang-format off */
+
#ifdef MATERIAL_UNIFORMS_USED
-layout(std140) uniform MaterialUniforms{
-//ubo:3
+layout(std140) uniform MaterialUniforms{ //ubo:3
#MATERIAL_UNIFORMS
-} material;
+};
#endif
-
+/* clang-format on */
#GLOBALS
#ifdef USE_CUBEMAP_PASS
@@ -117,6 +87,20 @@ layout(std140) uniform MaterialUniforms{
#define AT_QUARTER_RES_PASS false
#endif
+// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
+uniform mat4 orientation;
+uniform vec4 projection;
+uniform vec3 position;
+uniform float time;
+
+uniform float fog_aerial_perspective;
+uniform vec3 fog_light_color;
+uniform float fog_sun_scatter;
+uniform bool fog_enabled;
+uniform float fog_density;
+uniform float z_far;
+uniform uint directional_light_count;
+
layout(location = 0) out vec4 frag_color;
void main() {
@@ -125,12 +109,11 @@ void main() {
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 uv = gl_FragCoord.xy; // uv_interp * 0.5 + 0.5;
- vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+ 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;
@@ -145,20 +128,18 @@ void main() {
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;
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
#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;
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
#endif
#else
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#endif
@@ -168,12 +149,20 @@ void main() {
}
- frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
- frag_color.a = alpha;
+ // Convert to Linear for tonemapping so color matches scene shader better
+ color = srgb_to_linear(color);
+ color *= exposure;
+ color = apply_tonemapping(color, white);
+ color = linear_to_srgb(color);
- // 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;
- }
+#ifdef USE_BCS
+ color = apply_bcs(color, bcs);
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+ color = apply_color_correction(color, color_correction);
+#endif
+
+ frag_color.rgb = color;
+ frag_color.a = alpha;
}