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- #[vertex]
- #version 450
- VERSION_DEFINES
- layout(location = 0) out vec2 uv_interp;
- layout(push_constant, binding = 1, std430) uniform Params {
- mat3 orientation;
- vec4 proj;
- vec4 position_multiplier;
- float time;
- }
- 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, 1.0, 1.0);
- }
- #[fragment]
- #version 450
- VERSION_DEFINES
- #define M_PI 3.14159265359
- layout(location = 0) in vec2 uv_interp;
- layout(push_constant, binding = 1, std430) uniform Params {
- mat3 orientation;
- vec4 proj;
- vec4 position_multiplier;
- float time; //TODO consider adding vec2 screen res, and float radiance size
- }
- params;
- #define SAMPLER_NEAREST_CLAMP 0
- #define SAMPLER_LINEAR_CLAMP 1
- #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
- #define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
- #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
- #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
- #define SAMPLER_NEAREST_REPEAT 6
- #define SAMPLER_LINEAR_REPEAT 7
- #define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
- #define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
- #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
- #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
- layout(set = 0, binding = 0) uniform sampler material_samplers[12];
- layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
- vec4 data[];
- }
- global_variables;
- layout(set = 0, binding = 2, std140) uniform SceneData {
- bool volumetric_fog_enabled;
- float volumetric_fog_inv_length;
- float volumetric_fog_detail_spread;
- float fog_aerial_perspective;
- vec3 fog_light_color;
- float fog_sun_scatter;
- bool fog_enabled;
- float fog_density;
- float z_far;
- uint directional_light_count;
- }
- scene_data;
- struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
- };
- layout(set = 0, binding = 3, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
- }
- directional_lights;
- #ifdef USE_MATERIAL_UNIFORMS
- layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
- MATERIAL_UNIFORMS
- /* clang-format on */
- } material;
- #endif
- layout(set = 2, binding = 0) uniform textureCube radiance;
- #ifdef USE_CUBEMAP_PASS
- layout(set = 2, binding = 1) uniform textureCube half_res;
- layout(set = 2, binding = 2) uniform textureCube quarter_res;
- #else
- layout(set = 2, binding = 1) uniform texture2D half_res;
- layout(set = 2, binding = 2) uniform texture2D quarter_res;
- #endif
- layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
- #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
- /* clang-format off */
- FRAGMENT_SHADER_GLOBALS
- /* clang-format on */
- layout(location = 0) out vec4 frag_color;
- vec4 volumetric_fog_process(vec2 screen_uv) {
- vec3 fog_pos = vec3(screen_uv, 1.0);
- return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
- }
- vec4 fog_process(vec3 view, vec3 sky_color) {
- vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
- if (scene_data.fog_sun_scatter > 0.001) {
- vec4 sun_scatter = vec4(0.0);
- float sun_total = 0.0;
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
- vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
- float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
- fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
- }
- }
- float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
- return vec4(fog_color, fog_amount);
- }
- void main() {
- vec3 cube_normal;
- cube_normal.z = -1.0;
- 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;
- 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);
- #endif
- #ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_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
- // unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
- #ifndef REALLYINCLUDETHIS
- {
- /* clang-format off */
- LIGHT_SHADER_CODE
- /* clang-format on */
- }
- #endif
- {
- /* clang-format off */
- FRAGMENT_SHADER_CODE
- /* clang-format on */
- }
- frag_color.rgb = color * params.position_multiplier.w;
- frag_color.a = alpha;
- #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
- // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(cube_normal, frag_color.rgb);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(uv);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
- if (custom_fog.a > 0.0) {
- frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
- }
- #endif // DISABLE_FOG
- // 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;
- }
- }
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