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path: root/drivers/gles3/shaders/sky.glsl
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/* clang-format off */
#[modes]

mode_background =
mode_half_res = #define USE_HALF_RES_PASS
mode_quarter_res = #define USE_QUARTER_RES_PASS
mode_cubemap = #define USE_CUBEMAP_PASS
mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS

#[specializations]

USE_MULTIVIEW = false
USE_INVERTED_Y = true

#[vertex]

layout(location = 0) in vec2 vertex_attrib;

out vec2 uv_interp;
/* clang-format on */

void main() {
#ifdef USE_INVERTED_Y
	uv_interp = vertex_attrib;
#else
	// We're doing clockwise culling so flip the order
	uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
#endif
	gl_Position = vec4(uv_interp, 1.0, 1.0);
}

/* clang-format off */
#[fragment]

#define M_PI 3.14159265359

#include "tonemap_inc.glsl"

in vec2 uv_interp;

/* clang-format on */

uniform samplerCube radiance; //texunit:-1
#ifdef USE_CUBEMAP_PASS
uniform samplerCube half_res; //texunit:-2
uniform samplerCube quarter_res; //texunit:-3
#elif defined(USE_MULTIVIEW)
uniform sampler2DArray half_res; //texunit:-2
uniform sampler2DArray quarter_res; //texunit:-3
#else
uniform sampler2D half_res; //texunit:-2
uniform sampler2D quarter_res; //texunit:-3
#endif

layout(std140) uniform GlobalShaderUniformData { //ubo:1
	vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};

struct DirectionalLightData {
	vec4 direction_energy;
	vec4 color_size;
	bool enabled;
};

layout(std140) uniform DirectionalLights { //ubo:4
	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;

/* clang-format off */

#ifdef MATERIAL_UNIFORMS_USED
layout(std140) uniform MaterialUniforms{ //ubo:3

#MATERIAL_UNIFORMS

};
#endif
/* clang-format on */
#GLOBALS

#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

// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
uniform mat4 orientation;
uniform vec4 projection;
uniform vec3 position;
uniform float time;
uniform float luminance_multiplier;

uniform float fog_aerial_perspective;
uniform vec3 fog_light_color;
uniform float fog_sun_scatter;
uniform bool fog_enabled;
uniform float fog_density;
uniform float z_far;
uniform uint directional_light_count;

#ifdef USE_MULTIVIEW
layout(std140) uniform MultiviewData { // ubo:5
	highp mat4 projection_matrix_view[MAX_VIEWS];
	highp mat4 inv_projection_matrix_view[MAX_VIEWS];
	highp vec4 eye_offset[MAX_VIEWS];
}
multiview_data;
#endif

layout(location = 0) out vec4 frag_color;

#ifdef USE_DEBANDING
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec3 interleaved_gradient_noise(vec2 pos) {
	const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
	float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
	return vec3(res, -res, res) / 255.0;
}
#endif

void main() {
	vec3 cube_normal;
#ifdef USE_MULTIVIEW
	// In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
	vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0);
	vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject;
	cube_normal = unprojected.xyz / unprojected.w;
	cube_normal += multiview_data.eye_offset[ViewIndex].xyz;
#else
	cube_normal.z = -1.0;
	cube_normal.x = (uv_interp.x + projection.x) / projection.y;
	cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
#endif
	cube_normal = mat3(orientation) * cube_normal;
	cube_normal = normalize(cube_normal);

	vec2 uv = gl_FragCoord.xy; // 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
#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
#ifdef USES_HALF_RES_COLOR
#ifdef USE_MULTIVIEW
	half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
#else
	half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#endif
#ifdef USES_QUARTER_RES_COLOR
#ifdef USE_MULTIVIEW
	quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
#else
	quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
#endif
#endif

	{

#CODE : SKY

	}

	color *= luminance_multiplier;

	// Convert to Linear for tonemapping so color matches scene shader better
	color = srgb_to_linear(color);
	color *= exposure;
	color = apply_tonemapping(color, white);
	color = linear_to_srgb(color);

#ifdef USE_BCS
	color = apply_bcs(color, bcs);
#endif

#ifdef USE_COLOR_CORRECTION
	color = apply_color_correction(color, color_correction);
#endif

	frag_color.rgb = color;
	frag_color.a = alpha;

#ifdef USE_DEBANDING
	frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
#endif
}