virtualx-engine/servers/rendering/renderer_rd/shaders/environment/sky.glsl

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#[vertex]
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#version 450
#VERSION_DEFINES
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#define MAX_VIEWS 2
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
#extension GL_EXT_multiview : enable
#endif
layout(location = 0) out vec2 uv_interp;
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layout(push_constant, std430) uniform Params {
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mat3 orientation;
vec4 projections[MAX_VIEWS];
vec3 position;
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float time;
vec3 pad;
float luminance_multiplier;
}
params;
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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));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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}
#[fragment]
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#version 450
#VERSION_DEFINES
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#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
#endif //USE_MULTIVIEW
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#define M_PI 3.14159265359
#define MAX_VIEWS 2
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layout(location = 0) in vec2 uv_interp;
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layout(push_constant, std430) uniform Params {
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mat3 orientation;
vec4 projections[MAX_VIEWS];
vec3 position;
float time;
vec3 pad;
float luminance_multiplier;
}
params;
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#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
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layout(set = 0, binding = 0) uniform sampler material_samplers[12];
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_shader_uniforms;
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layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled; // 4 - 4
float volumetric_fog_inv_length; // 4 - 8
float volumetric_fog_detail_spread; // 4 - 12
float volumetric_fog_sky_affect; // 4 - 16
bool fog_enabled; // 4 - 20
float fog_sky_affect; // 4 - 24
float fog_density; // 4 - 28
float fog_sun_scatter; // 4 - 32
vec3 fog_light_color; // 12 - 44
float fog_aerial_perspective; // 4 - 48
float z_far; // 4 - 52
uint directional_light_count; // 4 - 56
uint pad1; // 4 - 60
uint pad2; // 4 - 64
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}
scene_data;
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
};
layout(set = 0, binding = 3, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
#MATERIAL_UNIFORMS
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} material;
#endif
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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
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layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
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layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#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
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#GLOBALS
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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
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vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
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vec4 fog_process(vec3 view, vec3 sky_color) {
vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
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if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
for (uint i = 0; i < scene_data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
}
}
return vec4(fog_color, 1.0);
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}
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void main() {
vec3 cube_normal;
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cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w;
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cube_normal = mat3(params.orientation) * cube_normal;
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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));
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if (panorama_coords.x < 0.0) {
panorama_coords.x += M_PI * 2.0;
}
panorama_coords /= vec2(M_PI * 2.0, M_PI);
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vec3 color = vec3(0.0, 0.0, 0.0);
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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) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#endif
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{
#CODE : SKY
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}
frag_color.rgb = color;
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frag_color.a = alpha;
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#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
if (scene_data.fog_enabled) {
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vec4 fog = fog_process(cube_normal, frag_color.rgb);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.fog_sky_affect);
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}
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.volumetric_fog_sky_affect);
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}
if (custom_fog.a > 0.0) {
frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
}
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#endif // DISABLE_FOG
// 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.
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if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
#ifdef USE_DEBANDING
frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
#endif
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}