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- #[vertex]
- #version 450
- #VERSION_DEFINES
- #define MAX_VIEWS 2
- #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
- #extension GL_EXT_multiview : enable
- #endif
- layout(location = 0) out vec2 uv_interp;
- layout(push_constant, std430) uniform Params {
- mat3 orientation;
- vec4 projection; // only applicable if not multiview
- vec3 position;
- float time;
- vec3 pad;
- float luminance_multiplier;
- }
- params;
- void main() {
- vec2 base_arr[3] = vec2[](vec2(-1.0, -3.0), vec2(-1.0, 1.0), vec2(3.0, 1.0));
- uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(uv_interp, 1.0, 1.0);
- }
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #ifdef USE_MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #extension GL_EXT_multiview : enable
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- // !BAS! This needs to become an input once we implement our fallback!
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #else // USE_MULTIVIEW
- // Set to zero, not supported in non stereo
- #define ViewIndex 0
- #endif //USE_MULTIVIEW
- #define M_PI 3.14159265359
- #define MAX_VIEWS 2
- layout(location = 0) in vec2 uv_interp;
- layout(push_constant, std430) uniform Params {
- mat3 orientation;
- vec4 projection; // only applicable if not multiview
- vec3 position;
- float time;
- vec3 pad;
- float luminance_multiplier;
- }
- params;
- #include "../samplers_inc.glsl"
- layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
- vec4 data[];
- }
- global_shader_uniforms;
- layout(set = 0, binding = 2, std140) uniform SkySceneData {
- mat4 combined_reprojection[2];
- mat4 view_inv_projections[2];
- vec4 view_eye_offsets[2];
- bool volumetric_fog_enabled; // 4 - 4
- float volumetric_fog_inv_length; // 4 - 8
- float volumetric_fog_detail_spread; // 4 - 12
- float volumetric_fog_sky_affect; // 4 - 16
- bool fog_enabled; // 4 - 20
- float fog_sky_affect; // 4 - 24
- float fog_density; // 4 - 28
- float fog_sun_scatter; // 4 - 32
- vec3 fog_light_color; // 12 - 44
- float fog_aerial_perspective; // 4 - 48
- float z_far; // 4 - 52
- uint directional_light_count; // 4 - 56
- uint pad1; // 4 - 60
- uint pad2; // 4 - 64
- }
- sky_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 MATERIAL_UNIFORMS_USED
- layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- #MATERIAL_UNIFORMS
- } 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;
- #elif defined(USE_MULTIVIEW)
- layout(set = 2, binding = 1) uniform texture2DArray half_res;
- layout(set = 2, binding = 2) uniform texture2DArray 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
- #GLOBALS
- 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
- vec4 volumetric_fog_process(vec2 screen_uv) {
- #ifdef USE_MULTIVIEW
- vec4 reprojected = sky_scene_data.combined_reprojection[ViewIndex] * (vec4(screen_uv * 2.0 - 1.0, 1.0, 1.0) * sky_scene_data.z_far);
- vec3 fog_pos = vec3(reprojected.xy / reprojected.w, 1.0) * 0.5 + 0.5;
- #else
- vec3 fog_pos = vec3(screen_uv, 1.0);
- #endif
- return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
- }
- vec4 fog_process(vec3 view, vec3 sky_color) {
- vec3 fog_color = mix(sky_scene_data.fog_light_color, sky_color, sky_scene_data.fog_aerial_perspective);
- if (sky_scene_data.fog_sun_scatter > 0.001) {
- vec4 sun_scatter = vec4(0.0);
- float sun_total = 0.0;
- for (uint i = 0; i < sky_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 * sky_scene_data.fog_sun_scatter;
- }
- }
- return vec4(fog_color, 1.0);
- }
- 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 = sky_scene_data.view_inv_projections[ViewIndex] * unproject;
- cube_normal = unprojected.xyz / unprojected.w;
- cube_normal += sky_scene_data.view_eye_offsets[ViewIndex].xyz;
- #else
- cube_normal.z = -1.0;
- cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y;
- cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w;
- #endif
- cube_normal = mat3(params.orientation) * cube_normal;
- 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
- #ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal) / params.luminance_multiplier;
- #endif
- #ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal) / params.luminance_multiplier;
- #endif
- #else
- #ifdef USES_HALF_RES_COLOR
- #ifdef USE_MULTIVIEW
- half_res_color = textureLod(sampler2DArray(half_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
- #else
- half_res_color = textureLod(sampler2D(half_res, SAMPLER_LINEAR_CLAMP), uv, 0.0) / params.luminance_multiplier;
- #endif // USE_MULTIVIEW
- #endif // USES_HALF_RES_COLOR
- #ifdef USES_QUARTER_RES_COLOR
- #ifdef USE_MULTIVIEW
- quarter_res_color = textureLod(sampler2DArray(quarter_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
- #else
- quarter_res_color = textureLod(sampler2D(quarter_res, SAMPLER_LINEAR_CLAMP), uv, 0.0) / params.luminance_multiplier;
- #endif // USE_MULTIVIEW
- #endif // USES_QUARTER_RES_COLOR
- #endif //USE_CUBEMAP_PASS
- {
- #CODE : SKY
- }
- frag_color.rgb = color;
- frag_color.a = alpha;
- // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
- // For both mobile and clustered, we also bake in the exposure value for the environment and camera.
- frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
- #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 (sky_scene_data.fog_enabled) {
- vec4 fog = fog_process(cube_normal, frag_color.rgb);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.fog_sky_affect);
- }
- if (sky_scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(uv);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.volumetric_fog_sky_affect);
- }
- 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;
- }
- #ifdef USE_DEBANDING
- frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy) * params.luminance_multiplier;
- #endif
- }
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