diff options
Diffstat (limited to 'drivers/gles3/shaders/sky.glsl')
-rw-r--r-- | drivers/gles3/shaders/sky.glsl | 168 |
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; +} |