godot/drivers/gles3/shaders/sky.glsl

180 lines
4.1 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]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif
out vec2 uv_interp;
/* clang-format on */
void main() {
// One big triangle to cover the whole screen
vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
uv_interp = base_arr[gl_VertexID];
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
#[fragment]
#define M_PI 3.14159265359
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif
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 CanvasData { //ubo:0
mat3 orientation;
vec4 projection;
vec4 position_multiplier;
float time;
float luminance_multiplier;
float pad1;
float pad2;
};
layout(std140) uniform GlobalVariableData { //ubo:1
vec4 global_variables[MAX_GLOBAL_VARIABLES];
};
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
};
layout(std140) uniform DirectionalLights { //ubo:2
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
#ifdef MATERIAL_UNIFORMS_USED
layout(std140) uniform MaterialUniforms{
//ubo:3
#MATERIAL_UNIFORMS
} material;
#endif
#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
layout(location = 0) out vec4 frag_color;
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.z = -cube_normal.z;
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));
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
vec3 inverted_cube_normal = cube_normal;
inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
#endif
#endif
{
#CODE : SKY
}
frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
frag_color.a = alpha;
// 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
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
}