180 lines
4.1 KiB
Plaintext
180 lines
4.1 KiB
Plaintext
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/* 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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#[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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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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// One big triangle to cover the whole screen
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vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
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uv_interp = base_arr[gl_VertexID];
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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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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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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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#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 CanvasData { //ubo:0
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mat3 orientation;
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vec4 projection;
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vec4 position_multiplier;
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float time;
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float luminance_multiplier;
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float pad1;
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float pad2;
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};
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layout(std140) uniform GlobalVariableData { //ubo:1
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vec4 global_variables[MAX_GLOBAL_VARIABLES];
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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:2
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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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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{
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//ubo:3
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#MATERIAL_UNIFORMS
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} material;
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#endif
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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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layout(location = 0) out vec4 frag_color;
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void main() {
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vec3 cube_normal;
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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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cube_normal = mat3(orientation) * cube_normal;
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cube_normal.z = -cube_normal.z;
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cube_normal = normalize(cube_normal);
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vec2 uv = 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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vec3 inverted_cube_normal = cube_normal;
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inverted_cube_normal.z *= -1.0;
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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]), inverted_cube_normal) * luminance_multiplier;
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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]), inverted_cube_normal) * luminance_multiplier;
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
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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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frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
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frag_color.a = alpha;
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// Blending is disabled for Sky, so alpha doesn't blend
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// 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) {
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frag_color.a = 0.0;
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}
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}
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