summaryrefslogtreecommitdiff
path: root/servers/visual/rasterizer_rd/shaders/sky.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/sky.glsl')
-rw-r--r--servers/visual/rasterizer_rd/shaders/sky.glsl152
1 files changed, 127 insertions, 25 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/sky.glsl b/servers/visual/rasterizer_rd/shaders/sky.glsl
index 28fd2883c3..3f433eb2ee 100644
--- a/servers/visual/rasterizer_rd/shaders/sky.glsl
+++ b/servers/visual/rasterizer_rd/shaders/sky.glsl
@@ -11,10 +11,8 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
- float multiplier;
- float alpha;
- float depth;
- float pad;
+ vec4 position_multiplier;
+ float time;
}
params;
@@ -22,7 +20,7 @@ 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, params.depth, 1.0);
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@@ -37,43 +35,147 @@ VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
-layout(set = 0, binding = 0) uniform sampler2D source_panorama;
-
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
- float multiplier;
- float alpha;
- float depth;
- float pad;
+ vec4 position_multiplier;
+ float time; //TODO consider adding vec2 screen res, and float radiance size
}
params;
-vec4 texturePanorama(sampler2D pano, vec3 normal) {
-
- vec2 st = vec2(
- atan(normal.x, normal.z),
- acos(normal.y));
+#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;
- if (st.x < 0.0)
- st.x += M_PI * 2.0;
+/* clang-format off */
- st /= vec2(M_PI * 2.0, M_PI);
+FRAGMENT_SHADER_GLOBALS
- return texture(pano, st);
-}
+/* clang-format on */
layout(location = 0) out vec4 frag_color;
void main() {
vec3 cube_normal;
- cube_normal.z = -1000000.0;
+ 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;
-
- frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
- frag_color.a = params.alpha;
+ 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;
}