godot/servers/visual/rasterizer_rd/shaders/sky.glsl

90 lines
1.6 KiB
GLSL

/* clang-format off */
[vertex]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
layout(location =0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
float multiplier;
float alpha;
float depth;
float pad;
} params;
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));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp,params.depth,1.0);
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
/* clang-format off */
VERSION_DEFINES
/* clang-format on */
#define M_PI 3.14159265359
layout(location =0) in vec2 uv_interp;
layout( set=0, binding=0 ) uniform sampler2D source_panorama;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
float multiplier;
float alpha;
float depth;
float pad;
} params;
vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
atan(normal.x, normal.z),
acos(normal.y));
if (st.x < 0.0)
st.x += M_PI * 2.0;
st /= vec2(M_PI * 2.0, M_PI);
return texture(pano, st);
}
layout(location = 0) out vec4 frag_color;
void main() {
vec3 cube_normal;
cube_normal.z = -1000000.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal.z = -cube_normal.z;
frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
frag_color.a = params.alpha;
}