220 lines
5.6 KiB
GLSL
220 lines
5.6 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_background =
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mode_half_res = #define USE_HALF_RES_PASS
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mode_quarter_res = #define USE_QUARTER_RES_PASS
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mode_cubemap = #define USE_CUBEMAP_PASS
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mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
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mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
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#[specializations]
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USE_MULTIVIEW = false
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USE_INVERTED_Y = true
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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out vec2 uv_interp;
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/* clang-format on */
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void main() {
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#ifdef USE_INVERTED_Y
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uv_interp = vertex_attrib;
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#else
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// We're doing clockwise culling so flip the order
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uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
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#endif
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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#define M_PI 3.14159265359
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#include "tonemap_inc.glsl"
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in vec2 uv_interp;
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/* clang-format on */
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uniform samplerCube radiance; //texunit:-1
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#ifdef USE_CUBEMAP_PASS
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uniform samplerCube half_res; //texunit:-2
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uniform samplerCube quarter_res; //texunit:-3
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#elif defined(USE_MULTIVIEW)
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uniform sampler2DArray half_res; //texunit:-2
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uniform sampler2DArray quarter_res; //texunit:-3
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#else
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uniform sampler2D half_res; //texunit:-2
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uniform sampler2D quarter_res; //texunit:-3
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#endif
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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};
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struct DirectionalLightData {
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vec4 direction_energy;
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vec4 color_size;
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bool enabled;
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};
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layout(std140) uniform DirectionalLights { //ubo:4
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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}
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directional_lights;
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/* clang-format off */
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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{ //ubo:3
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#MATERIAL_UNIFORMS
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};
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#endif
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/* clang-format on */
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#GLOBALS
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#ifdef USE_CUBEMAP_PASS
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#define AT_CUBEMAP_PASS true
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#else
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#define AT_CUBEMAP_PASS false
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#endif
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#ifdef USE_HALF_RES_PASS
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#define AT_HALF_RES_PASS true
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#else
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#define AT_HALF_RES_PASS false
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#endif
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#ifdef USE_QUARTER_RES_PASS
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#define AT_QUARTER_RES_PASS true
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#else
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#define AT_QUARTER_RES_PASS false
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#endif
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// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
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uniform mat4 orientation;
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uniform vec4 projection;
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uniform vec3 position;
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uniform float time;
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uniform float luminance_multiplier;
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uniform float fog_aerial_perspective;
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uniform vec3 fog_light_color;
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uniform float fog_sun_scatter;
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uniform bool fog_enabled;
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uniform float fog_density;
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uniform float z_far;
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uniform uint directional_light_count;
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#ifdef USE_MULTIVIEW
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layout(std140) uniform MultiviewData { // ubo:5
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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highp vec4 eye_offset[MAX_VIEWS];
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}
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multiview_data;
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#endif
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_DEBANDING
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// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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vec3 interleaved_gradient_noise(vec2 pos) {
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const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
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float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
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return vec3(res, -res, res) / 255.0;
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}
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#endif
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void main() {
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vec3 cube_normal;
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#ifdef USE_MULTIVIEW
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// In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
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vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0);
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vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject;
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cube_normal = unprojected.xyz / unprojected.w;
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cube_normal += multiview_data.eye_offset[ViewIndex].xyz;
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#else
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cube_normal.z = -1.0;
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cube_normal.x = (uv_interp.x + projection.x) / projection.y;
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cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
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#endif
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cube_normal = mat3(orientation) * cube_normal;
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cube_normal = normalize(cube_normal);
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vec2 uv = gl_FragCoord.xy; // uv_interp * 0.5 + 0.5;
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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) {
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panorama_coords.x += M_PI * 2.0;
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}
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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
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vec4 half_res_color = vec4(1.0);
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vec4 quarter_res_color = vec4(1.0);
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vec4 custom_fog = vec4(0.0);
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#ifdef USE_CUBEMAP_PASS
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#ifdef USES_HALF_RES_COLOR
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half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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#ifdef USE_MULTIVIEW
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half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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#else
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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#endif
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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#ifdef USE_MULTIVIEW
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quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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#else
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quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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#endif
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#endif
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#endif
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{
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#CODE : SKY
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}
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color *= luminance_multiplier;
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// Convert to Linear for tonemapping so color matches scene shader better
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color = srgb_to_linear(color);
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color *= exposure;
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color = apply_tonemapping(color, white);
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color = linear_to_srgb(color);
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#ifdef USE_BCS
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color = apply_bcs(color, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color = apply_color_correction(color, color_correction);
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#endif
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frag_color.rgb = color;
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frag_color.a = alpha;
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#ifdef USE_DEBANDING
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frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
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#endif
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}
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