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- $input a_position
- $output v_skyColor, v_screenPos, v_viewDir
- /*
- * Copyright 2017 Stanislav Pidhorskyi. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- uniform vec4 u_sunDirection;
- uniform vec4 u_skyLuminanceXYZ;
- uniform vec4 u_parameters; // x - sun size, y - sun bloom, z - exposition
- uniform vec4 u_perezCoeff[5];
- #include "../common/common.sh"
- vec3 Perez(vec3 A,vec3 B,vec3 C,vec3 D, vec3 E,float costeta, float cosgamma)
- {
- float _1_costeta = 1.0 / costeta;
- float cos2gamma = cosgamma * cosgamma;
- float gamma = acos(cosgamma);
- vec3 f = (vec3_splat(1.0) + A * exp(B * _1_costeta))
- * (vec3_splat(1.0) + C * exp(D * gamma) + E * cos2gamma);
- return f;
- }
- void main()
- {
- v_screenPos = a_position.xy;
- vec4 rayStart = mul(u_invViewProj, vec4(vec3(a_position.xy, -1.0), 1.0));
- vec4 rayEnd = mul(u_invViewProj, vec4(vec3(a_position.xy, 1.0), 1.0));
- rayStart = rayStart / rayStart.w;
- rayEnd = rayEnd / rayEnd.w;
- v_viewDir = normalize(rayEnd.xyz - rayStart.xyz);
- v_viewDir.y = abs(v_viewDir.y);
- gl_Position = vec4(a_position.xy, 1.0, 1.0);
- vec3 lightDir = normalize(u_sunDirection.xyz);
- vec3 skyDir = vec3(0.0, 1.0, 0.0);
- // Perez coefficients.
- vec3 A = u_perezCoeff[0].xyz;
- vec3 B = u_perezCoeff[1].xyz;
- vec3 C = u_perezCoeff[2].xyz;
- vec3 D = u_perezCoeff[3].xyz;
- vec3 E = u_perezCoeff[4].xyz;
- float costeta = max(dot(v_viewDir, skyDir), 0.001);
- float cosgamma = clamp(dot(v_viewDir, lightDir), -0.9999, 0.9999);
- float cosgammas = dot(skyDir, lightDir);
- vec3 P = Perez(A,B,C,D,E, costeta, cosgamma);
- vec3 P0 = Perez(A,B,C,D,E, 1.0, cosgammas);
- vec3 skyColorxyY = vec3(
- u_skyLuminanceXYZ.x / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z)
- , u_skyLuminanceXYZ.y / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z)
- , u_skyLuminanceXYZ.y
- );
- vec3 Yp = skyColorxyY * P / P0;
- vec3 skyColorXYZ = vec3(Yp.x * Yp.z / Yp.y,Yp.z, (1.0 - Yp.x- Yp.y)*Yp.z/Yp.y);
- v_skyColor = convertXYZ2RGB(skyColorXYZ * u_parameters.z);
- }
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