LumixEngine/data/pipelines/cubemap_sky.shd
Mikulas Florek 539296f2e4 DX fixes
2019-11-06 22:55:20 +01:00

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include "pipelines/common.glsl"
vertex_shader [[
layout (location = 0) out vec2 v_uv;
void main()
{
gl_Position = fullscreenQuad(gl_VertexID, v_uv);
}
]]
fragment_shader [[
layout (location = 0) in vec2 v_uv;
layout (location = 0) out vec4 o_color;
layout (binding = 0) uniform samplerCube u_sky;
vec3 getWorldNormal(vec2 frag_coord)
{
float z = 1;
#ifdef _ORIGIN_BOTTOM_LEFT
vec4 posProj = vec4(frag_coord * 2 - 1, z, 1.0);
#else
vec4 posProj = vec4(vec2(frag_coord.x, 1-frag_coord.y) * 2 - 1, z, 1.0);
#endif
vec4 wpos = u_camera_inv_view_projection * posProj;
wpos /= wpos.w;
vec3 view = (u_camera_inv_view * vec4(0.0, 0.0, 0.0, 1.0)).xyz - wpos.xyz;
return -normalize(view);
}
float getFogFactorSky(float cam_height, vec3 eye_dir, float fog_density, float fog_bottom, float fog_height)
{
if(eye_dir.y == 0) return 1.0;
float to_top = max(0, (fog_bottom + fog_height) - cam_height);
float avg_y = (fog_bottom + fog_height + cam_height) * 0.5;
float avg_density = fog_density * clamp(1 - (avg_y - fog_bottom) / fog_height, 0, 1);
float res = exp(-pow(avg_density * to_top / eye_dir.y, 2));
res = 1 - clamp(res - (1-min(0.2, eye_dir.y)*5), 0, 1);
return res;
}
void main()
{
vec3 eye_dir = getWorldNormal(v_uv);
float fog_factor = getFogFactorSky(u_camera_world_pos.y, eye_dir, u_fog_params.x, u_fog_params.y, u_fog_params.z);
vec4 sky_color = texture(u_sky, eye_dir);
o_color.xyz = mix(sky_color.rgb, u_fog_color.rgb, fog_factor);
o_color.w = 1;
}
]]