summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/sky.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/sky.glsl')
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl250
1 files changed, 250 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
new file mode 100644
index 0000000000..6c985e1f5c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -0,0 +1,250 @@
+#[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+
+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);
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+#define M_PI 3.14159265359
+
+layout(location = 0) in vec2 uv_interp;
+
+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];
+
+layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+
+ float fog_aerial_perspective;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
+#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
+
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
+#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
+
+/* clang-format off */
+
+FRAGMENT_SHADER_GLOBALS
+
+/* clang-format on */
+
+layout(location = 0) out vec4 frag_color;
+
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
+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);
+ 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);
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_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
+
+// 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;
+
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal, frag_color.rgb);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (custom_fog.a > 0.0) {
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+ }
+
+#endif // DISABLE_FOG
+
+ // 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;
+ }
+}