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-rw-r--r--servers/visual/rasterizer_rd/shaders/sky.glsl125
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;
-}