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- /* 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]
- USE_MULTIVIEW = false
- USE_INVERTED_Y = true
- #[vertex]
- layout(location = 0) in vec2 vertex_attrib;
- out vec2 uv_interp;
- /* clang-format on */
- void main() {
- #ifdef USE_INVERTED_Y
- uv_interp = vertex_attrib;
- #else
- // We're doing clockwise culling so flip the order
- uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
- #endif
- gl_Position = vec4(uv_interp, 1.0, 1.0);
- }
- /* clang-format off */
- #[fragment]
- #define M_PI 3.14159265359
- #include "tonemap_inc.glsl"
- 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
- #elif defined(USE_MULTIVIEW)
- uniform sampler2DArray half_res; //texunit:-2
- uniform sampler2DArray quarter_res; //texunit:-3
- #else
- uniform sampler2D half_res; //texunit:-2
- uniform sampler2D quarter_res; //texunit:-3
- #endif
- layout(std140) uniform GlobalShaderUniformData { //ubo:1
- vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
- };
- struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
- };
- layout(std140) uniform DirectionalLights { //ubo:4
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
- }
- directional_lights;
- /* clang-format off */
- #ifdef MATERIAL_UNIFORMS_USED
- layout(std140) uniform MaterialUniforms{ //ubo:3
- #MATERIAL_UNIFORMS
- };
- #endif
- /* clang-format on */
- #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
- // mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
- uniform mat4 orientation;
- uniform vec4 projection;
- uniform vec3 position;
- uniform float time;
- uniform float luminance_multiplier;
- uniform float fog_aerial_perspective;
- uniform vec3 fog_light_color;
- uniform float fog_sun_scatter;
- uniform bool fog_enabled;
- uniform float fog_density;
- uniform float z_far;
- uniform uint directional_light_count;
- #ifdef USE_MULTIVIEW
- layout(std140) uniform MultiviewData { // ubo:5
- highp mat4 projection_matrix_view[MAX_VIEWS];
- highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- highp vec4 eye_offset[MAX_VIEWS];
- }
- multiview_data;
- #endif
- layout(location = 0) out vec4 frag_color;
- #ifdef USE_DEBANDING
- // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
- vec3 interleaved_gradient_noise(vec2 pos) {
- const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
- float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
- return vec3(res, -res, res) / 255.0;
- }
- #endif
- void main() {
- vec3 cube_normal;
- #ifdef USE_MULTIVIEW
- // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
- vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0);
- vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject;
- cube_normal = unprojected.xyz / unprojected.w;
- cube_normal += multiview_data.eye_offset[ViewIndex].xyz;
- #else
- 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;
- #endif
- cube_normal = mat3(orientation) * cube_normal;
- cube_normal = normalize(cube_normal);
- vec2 uv = gl_FragCoord.xy; // 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
- #ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
- #endif
- #ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
- #endif
- #else
- #ifdef USES_HALF_RES_COLOR
- #ifdef USE_MULTIVIEW
- half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
- #else
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
- #endif
- #endif
- #ifdef USES_QUARTER_RES_COLOR
- #ifdef USE_MULTIVIEW
- quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
- #else
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
- #endif
- #endif
- #endif
- {
- #CODE : SKY
- }
- color *= luminance_multiplier;
- // Convert to Linear for tonemapping so color matches scene shader better
- color = srgb_to_linear(color);
- color *= exposure;
- color = apply_tonemapping(color, white);
- color = linear_to_srgb(color);
- #ifdef USE_BCS
- color = apply_bcs(color, bcs);
- #endif
- #ifdef USE_COLOR_CORRECTION
- color = apply_color_correction(color, color_correction);
- #endif
- frag_color.rgb = color;
- frag_color.a = alpha;
- #ifdef USE_DEBANDING
- frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
- #endif
- }
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