/* 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]; layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData { vec4 data[]; } global_variables; #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 { vec4 direction_energy; vec4 color_size; 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 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; // 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; } }