summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/sky.glsl
blob: 0faa3eb70c3f7cd27d8bb404cc7e0394e16e65ae (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
/* 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]

#[vertex]

#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif

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

void main() {
	// One big triangle to cover the whole screen
	vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
	uv_interp = base_arr[gl_VertexID];
	gl_Position = vec4(uv_interp, 1.0, 1.0);
}

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

#define M_PI 3.14159265359

#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif

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
#else
uniform sampler2D half_res; //texunit:-2
uniform sampler2D quarter_res; //texunit:-3
#endif

layout(std140) uniform CanvasData { //ubo:0
	mat3 orientation;
	vec4 projection;
	vec4 position_multiplier;
	float time;
	float luminance_multiplier;
	float pad1;
	float pad2;
};

layout(std140) uniform GlobalVariableData { //ubo:1
	vec4 global_variables[MAX_GLOBAL_VARIABLES];
};

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

layout(std140) uniform DirectionalLights { //ubo:2
	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;

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

#MATERIAL_UNIFORMS

} material;
#endif

#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

layout(location = 0) out vec4 frag_color;

void main() {
	vec3 cube_normal;
	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;
	cube_normal = mat3(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);
	vec4 custom_fog = vec4(0.0);

#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) * luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
	quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
	half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
	quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
#endif
#endif

	{

#CODE : SKY

	}

	frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
	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;
	}
}