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Diffstat (limited to 'drivers/gles3/shaders/sky.glsl')
-rw-r--r--drivers/gles3/shaders/sky.glsl168
1 files changed, 168 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
new file mode 100644
index 0000000000..eb1befe38e
--- /dev/null
+++ b/drivers/gles3/shaders/sky.glsl
@@ -0,0 +1,168 @@
+/* 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]
+
+layout(location = 0) in vec2 vertex_attrib;
+
+out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ uv_interp = vertex_attrib;
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define M_PI 3.14159265359
+
+#include "tonemap_inc.glsl"
+
+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 GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
+};
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+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
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+/* clang-format on */
+#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
+
+// 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() {
+ 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 = normalize(cube_normal);
+
+ 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));
+
+ 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
+#ifdef USES_HALF_RES_COLOR
+ 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]), cube_normal);
+#endif
+#else
+#ifdef USES_HALF_RES_COLOR
+ 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);
+#endif
+#endif
+
+ {
+
+#CODE : SKY
+
+ }
+
+ // 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);
+
+#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;
+}