sky.glsl 8.7 KB

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  1. #[vertex]
  2. #version 450
  3. #VERSION_DEFINES
  4. #define MAX_VIEWS 2
  5. #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
  6. #extension GL_EXT_multiview : enable
  7. #endif
  8. layout(location = 0) out vec2 uv_interp;
  9. layout(push_constant, std430) uniform Params {
  10. mat3 orientation;
  11. vec4 projection; // only applicable if not multiview
  12. vec3 position;
  13. float time;
  14. vec3 pad;
  15. float luminance_multiplier;
  16. }
  17. params;
  18. void main() {
  19. 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));
  20. uv_interp = base_arr[gl_VertexIndex];
  21. gl_Position = vec4(uv_interp, 1.0, 1.0);
  22. }
  23. #[fragment]
  24. #version 450
  25. #VERSION_DEFINES
  26. #ifdef USE_MULTIVIEW
  27. #ifdef has_VK_KHR_multiview
  28. #extension GL_EXT_multiview : enable
  29. #define ViewIndex gl_ViewIndex
  30. #else // has_VK_KHR_multiview
  31. // !BAS! This needs to become an input once we implement our fallback!
  32. #define ViewIndex 0
  33. #endif // has_VK_KHR_multiview
  34. #else // USE_MULTIVIEW
  35. // Set to zero, not supported in non stereo
  36. #define ViewIndex 0
  37. #endif //USE_MULTIVIEW
  38. #define M_PI 3.14159265359
  39. #define MAX_VIEWS 2
  40. layout(location = 0) in vec2 uv_interp;
  41. layout(push_constant, std430) uniform Params {
  42. mat3 orientation;
  43. vec4 projection; // only applicable if not multiview
  44. vec3 position;
  45. float time;
  46. vec3 pad;
  47. float luminance_multiplier;
  48. }
  49. params;
  50. #define SAMPLER_NEAREST_CLAMP 0
  51. #define SAMPLER_LINEAR_CLAMP 1
  52. #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
  53. #define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
  54. #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
  55. #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
  56. #define SAMPLER_NEAREST_REPEAT 6
  57. #define SAMPLER_LINEAR_REPEAT 7
  58. #define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
  59. #define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
  60. #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
  61. #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
  62. layout(set = 0, binding = 0) uniform sampler material_samplers[12];
  63. layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
  64. vec4 data[];
  65. }
  66. global_shader_uniforms;
  67. layout(set = 0, binding = 2, std140) uniform SkySceneData {
  68. mat4 view_inv_projections[2];
  69. vec4 view_eye_offsets[2];
  70. bool volumetric_fog_enabled; // 4 - 4
  71. float volumetric_fog_inv_length; // 4 - 8
  72. float volumetric_fog_detail_spread; // 4 - 12
  73. float volumetric_fog_sky_affect; // 4 - 16
  74. bool fog_enabled; // 4 - 20
  75. float fog_sky_affect; // 4 - 24
  76. float fog_density; // 4 - 28
  77. float fog_sun_scatter; // 4 - 32
  78. vec3 fog_light_color; // 12 - 44
  79. float fog_aerial_perspective; // 4 - 48
  80. float z_far; // 4 - 52
  81. uint directional_light_count; // 4 - 56
  82. uint pad1; // 4 - 60
  83. uint pad2; // 4 - 64
  84. }
  85. sky_scene_data;
  86. struct DirectionalLightData {
  87. vec4 direction_energy;
  88. vec4 color_size;
  89. bool enabled;
  90. };
  91. layout(set = 0, binding = 3, std140) uniform DirectionalLights {
  92. DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
  93. }
  94. directional_lights;
  95. #ifdef MATERIAL_UNIFORMS_USED
  96. layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
  97. #MATERIAL_UNIFORMS
  98. } material;
  99. #endif
  100. layout(set = 2, binding = 0) uniform textureCube radiance;
  101. #ifdef USE_CUBEMAP_PASS
  102. layout(set = 2, binding = 1) uniform textureCube half_res;
  103. layout(set = 2, binding = 2) uniform textureCube quarter_res;
  104. #elif defined(USE_MULTIVIEW)
  105. layout(set = 2, binding = 1) uniform texture2DArray half_res;
  106. layout(set = 2, binding = 2) uniform texture2DArray quarter_res;
  107. #else
  108. layout(set = 2, binding = 1) uniform texture2D half_res;
  109. layout(set = 2, binding = 2) uniform texture2D quarter_res;
  110. #endif
  111. layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
  112. #ifdef USE_CUBEMAP_PASS
  113. #define AT_CUBEMAP_PASS true
  114. #else
  115. #define AT_CUBEMAP_PASS false
  116. #endif
  117. #ifdef USE_HALF_RES_PASS
  118. #define AT_HALF_RES_PASS true
  119. #else
  120. #define AT_HALF_RES_PASS false
  121. #endif
  122. #ifdef USE_QUARTER_RES_PASS
  123. #define AT_QUARTER_RES_PASS true
  124. #else
  125. #define AT_QUARTER_RES_PASS false
  126. #endif
  127. #GLOBALS
  128. layout(location = 0) out vec4 frag_color;
  129. #ifdef USE_DEBANDING
  130. // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
  131. vec3 interleaved_gradient_noise(vec2 pos) {
  132. const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
  133. float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
  134. return vec3(res, -res, res) / 255.0;
  135. }
  136. #endif
  137. vec4 volumetric_fog_process(vec2 screen_uv) {
  138. vec3 fog_pos = vec3(screen_uv, 1.0);
  139. return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
  140. }
  141. vec4 fog_process(vec3 view, vec3 sky_color) {
  142. vec3 fog_color = mix(sky_scene_data.fog_light_color, sky_color, sky_scene_data.fog_aerial_perspective);
  143. if (sky_scene_data.fog_sun_scatter > 0.001) {
  144. vec4 sun_scatter = vec4(0.0);
  145. float sun_total = 0.0;
  146. for (uint i = 0; i < sky_scene_data.directional_light_count; i++) {
  147. vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
  148. float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
  149. fog_color += light_color * light_amount * sky_scene_data.fog_sun_scatter;
  150. }
  151. }
  152. return vec4(fog_color, 1.0);
  153. }
  154. void main() {
  155. vec3 cube_normal;
  156. #ifdef USE_MULTIVIEW
  157. // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
  158. vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 1.0, 1.0);
  159. vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject;
  160. cube_normal = unprojected.xyz / unprojected.w;
  161. cube_normal += sky_scene_data.view_eye_offsets[ViewIndex].xyz;
  162. #else
  163. cube_normal.z = -1.0;
  164. cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y;
  165. cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w;
  166. #endif
  167. cube_normal = mat3(params.orientation) * cube_normal;
  168. cube_normal = normalize(cube_normal);
  169. vec2 uv = uv_interp * 0.5 + 0.5;
  170. vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y));
  171. if (panorama_coords.x < 0.0) {
  172. panorama_coords.x += M_PI * 2.0;
  173. }
  174. panorama_coords /= vec2(M_PI * 2.0, M_PI);
  175. vec3 color = vec3(0.0, 0.0, 0.0);
  176. float alpha = 1.0; // Only available to subpasses
  177. vec4 half_res_color = vec4(1.0);
  178. vec4 quarter_res_color = vec4(1.0);
  179. vec4 custom_fog = vec4(0.0);
  180. #ifdef USE_CUBEMAP_PASS
  181. #ifdef USES_HALF_RES_COLOR
  182. half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
  183. #endif
  184. #ifdef USES_QUARTER_RES_COLOR
  185. quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
  186. #endif
  187. #else
  188. #ifdef USES_HALF_RES_COLOR
  189. #ifdef USE_MULTIVIEW
  190. half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
  191. #else
  192. half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
  193. #endif // USE_MULTIVIEW
  194. #endif // USES_HALF_RES_COLOR
  195. #ifdef USES_QUARTER_RES_COLOR
  196. #ifdef USE_MULTIVIEW
  197. quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
  198. #else
  199. quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
  200. #endif // USE_MULTIVIEW
  201. #endif // USES_QUARTER_RES_COLOR
  202. #endif //USE_CUBEMAP_PASS
  203. {
  204. #CODE : SKY
  205. }
  206. frag_color.rgb = color;
  207. frag_color.a = alpha;
  208. #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
  209. // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
  210. if (sky_scene_data.fog_enabled) {
  211. vec4 fog = fog_process(cube_normal, frag_color.rgb);
  212. frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.fog_sky_affect);
  213. }
  214. if (sky_scene_data.volumetric_fog_enabled) {
  215. vec4 fog = volumetric_fog_process(uv);
  216. frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.volumetric_fog_sky_affect);
  217. }
  218. if (custom_fog.a > 0.0) {
  219. frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
  220. }
  221. #endif // DISABLE_FOG
  222. // Blending is disabled for Sky, so alpha doesn't blend.
  223. // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky.
  224. if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
  225. frag_color.a = 0.0;
  226. }
  227. // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
  228. // For both mobile and clustered, we also bake in the exposure value for the environment and camera.
  229. frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
  230. #ifdef USE_DEBANDING
  231. frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
  232. #endif
  233. }