diff options
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/sky.glsl')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/sky.glsl | 125 |
1 files changed, 0 insertions, 125 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/sky.glsl b/servers/visual/rasterizer_rd/shaders/sky.glsl deleted file mode 100644 index b73f9345e7..0000000000 --- a/servers/visual/rasterizer_rd/shaders/sky.glsl +++ /dev/null @@ -1,125 +0,0 @@ -/* 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; - -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; -layout(set = 2, binding = 1) uniform texture2D half_res; -layout(set = 2, binding = 2) uniform texture2D quarter_res; - -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 - -// 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; -} |