virtualx-engine/drivers/gles3/shaders/sky.glsl
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00

184 lines
4.4 KiB
GLSL

/* 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]
layout(location = 0) in vec2 vertex_attrib;
out vec2 uv_interp;
/* clang-format on */
void main() {
uv_interp = vertex_attrib;
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
#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;
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;
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 = 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
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
{
#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
}