diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/sky.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/sky.glsl | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl new file mode 100644 index 0000000000..3f433eb2ee --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl @@ -0,0 +1,181 @@ +/* clang-format off */ +[vertex] + +#version 450 + +VERSION_DEFINES + +layout(location = 0) out vec2 uv_interp; +/* clang-format on */ + +layout(push_constant, binding = 1, std430) uniform Params { + mat3 orientation; + vec4 proj; + vec4 position_multiplier; + float time; +} +params; + +void main() { + + vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0)); + uv_interp = base_arr[gl_VertexIndex]; + gl_Position = vec4(uv_interp, 1.0, 1.0); +} + +/* clang-format off */ +[fragment] + +#version 450 + +VERSION_DEFINES + +#define M_PI 3.14159265359 + +layout(location = 0) in vec2 uv_interp; +/* clang-format on */ + +layout(push_constant, binding = 1, std430) uniform Params { + mat3 orientation; + vec4 proj; + vec4 position_multiplier; + float time; //TODO consider adding vec2 screen res, and float radiance size +} +params; + +#define SAMPLER_NEAREST_CLAMP 0 +#define SAMPLER_LINEAR_CLAMP 1 +#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 +#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 +#define SAMPLER_NEAREST_REPEAT 6 +#define SAMPLER_LINEAR_REPEAT 7 +#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 +#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 + +layout(set = 0, binding = 0) uniform sampler material_samplers[12]; + +#ifdef USE_MATERIAL_UNIFORMS +layout(set = 1, binding = 0, std140) uniform MaterialUniforms{ + /* clang-format off */ + +MATERIAL_UNIFORMS + + /* clang-format on */ +} material; +#endif + +layout(set = 2, binding = 0) uniform textureCube radiance; +#ifdef USE_CUBEMAP_PASS +layout(set = 2, binding = 1) uniform textureCube half_res; +layout(set = 2, binding = 2) uniform textureCube quarter_res; +#else +layout(set = 2, binding = 1) uniform texture2D half_res; +layout(set = 2, binding = 2) uniform texture2D quarter_res; +#endif + +#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 + +struct DirectionalLightData { + vec3 direction; + float energy; + vec3 color; + bool enabled; +}; + +layout(set = 3, binding = 0, std140) uniform DirectionalLights { + DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +} +directional_lights; + +/* clang-format off */ + +FRAGMENT_SHADER_GLOBALS + +/* clang-format on */ + +layout(location = 0) out vec4 frag_color; + +void main() { + + vec3 cube_normal; + cube_normal.z = -1.0; + cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y; + cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w; + cube_normal = mat3(params.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); + +#ifdef USE_CUBEMAP_PASS + float using_cubemap = 1.0; +#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 + float using_cubemap = 0.0; +#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 + +// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in.. +#ifndef REALLYINCLUDETHIS + { + /* clang-format off */ + +LIGHT_SHADER_CODE + + /* clang-format on */ + } +#endif + { + /* clang-format off */ + +FRAGMENT_SHADER_CODE + + /* clang-format on */ + } + + frag_color.rgb = color * params.position_multiplier.w; + frag_color.a = alpha; +} |