vs_sky.sc 2.0 KB

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  1. $input a_position
  2. $output v_skyColor, v_screenPos, v_viewDir
  3. /*
  4. * Copyright 2017 Stanislav Pidhorskyi. All rights reserved.
  5. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  6. */
  7. uniform vec4 u_sunDirection;
  8. uniform vec4 u_skyLuminanceXYZ;
  9. uniform vec4 u_parameters; // x - sun size, y - sun bloom, z - exposition
  10. uniform vec4 u_perezCoeff[5];
  11. #include "../common/common.sh"
  12. vec3 Perez(vec3 A,vec3 B,vec3 C,vec3 D, vec3 E,float costeta, float cosgamma)
  13. {
  14. float _1_costeta = 1.0 / costeta;
  15. float cos2gamma = cosgamma * cosgamma;
  16. float gamma = acos(cosgamma);
  17. vec3 f = (vec3_splat(1.0) + A * exp(B * _1_costeta))
  18. * (vec3_splat(1.0) + C * exp(D * gamma) + E * cos2gamma);
  19. return f;
  20. }
  21. void main()
  22. {
  23. v_screenPos = a_position.xy;
  24. vec4 rayStart = mul(u_invViewProj, vec4(vec3(a_position.xy, -1.0), 1.0));
  25. vec4 rayEnd = mul(u_invViewProj, vec4(vec3(a_position.xy, 1.0), 1.0));
  26. rayStart = rayStart / rayStart.w;
  27. rayEnd = rayEnd / rayEnd.w;
  28. v_viewDir = normalize(rayEnd.xyz - rayStart.xyz);
  29. v_viewDir.y = abs(v_viewDir.y);
  30. gl_Position = vec4(a_position.xy, 1.0, 1.0);
  31. vec3 lightDir = normalize(u_sunDirection.xyz);
  32. vec3 skyDir = vec3(0.0, 1.0, 0.0);
  33. // Perez coefficients.
  34. vec3 A = u_perezCoeff[0].xyz;
  35. vec3 B = u_perezCoeff[1].xyz;
  36. vec3 C = u_perezCoeff[2].xyz;
  37. vec3 D = u_perezCoeff[3].xyz;
  38. vec3 E = u_perezCoeff[4].xyz;
  39. float costeta = max(dot(v_viewDir, skyDir), 0.001);
  40. float cosgamma = clamp(dot(v_viewDir, lightDir), -0.9999, 0.9999);
  41. float cosgammas = dot(skyDir, lightDir);
  42. vec3 P = Perez(A,B,C,D,E, costeta, cosgamma);
  43. vec3 P0 = Perez(A,B,C,D,E, 1.0, cosgammas);
  44. vec3 skyColorxyY = vec3(
  45. u_skyLuminanceXYZ.x / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z)
  46. , u_skyLuminanceXYZ.y / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z)
  47. , u_skyLuminanceXYZ.y
  48. );
  49. vec3 Yp = skyColorxyY * P / P0;
  50. vec3 skyColorXYZ = vec3(Yp.x * Yp.z / Yp.y,Yp.z, (1.0 - Yp.x- Yp.y)*Yp.z/Yp.y);
  51. v_skyColor = convertXYZ2RGB(skyColorXYZ * u_parameters.z);
  52. }