godot/drivers/gles3/shaders/cubemap_filter.glsl
clayjohn 9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00

123 lines
3.1 KiB
GLSL

/* clang-format off */
#[modes]
mode_default =
mode_copy = #define MODE_DIRECT_WRITE
#[specializations]
#[vertex]
layout(location = 0) in highp vec2 vertex_attrib;
/* clang-format on */
out highp vec2 uv_interp;
void main() {
uv_interp = vertex_attrib;
gl_Position = vec4(uv_interp, 0.0, 1.0);
}
/* clang-format off */
#[fragment]
#define M_PI 3.14159265359
uniform samplerCube source_cube; //texunit:0
/* clang-format on */
uniform int face_id;
#ifndef MODE_DIRECT_WRITE
uniform uint sample_count;
uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT];
uniform float weight;
#endif
in highp vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
#define M_PI 3.14159265359
// Don't include tonemap_inc.glsl because all we want is these functions, we don't want the uniforms
vec3 linear_to_srgb(vec3 color) {
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
}
vec3 srgb_to_linear(vec3 color) {
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
}
vec3 texelCoordToVec(vec2 uv, int faceID) {
mat3 faceUvVectors[6];
// -x
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
// +x
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
// -y
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
// +y
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
// -z
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
// +z
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
return normalize(result);
}
void main() {
vec3 color = vec3(0.0);
vec2 uv = uv_interp;
vec3 N = texelCoordToVec(uv, face_id);
#ifdef MODE_DIRECT_WRITE
frag_color = vec4(textureLod(source_cube, N, 0.0).rgb, 1.0);
#else
vec4 sum = vec4(0.0);
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
mat3 T;
T[0] = normalize(cross(UpVector, N));
T[1] = cross(N, T[0]);
T[2] = N;
for (uint sample_num = 0u; sample_num < sample_count; sample_num++) {
vec4 sample_direction_mip = sample_directions_mip[sample_num];
vec3 L = T * sample_direction_mip.xyz;
vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
// Mix using linear
val = srgb_to_linear(val);
sum.rgb += val * sample_direction_mip.z;
}
sum /= weight;
sum.rgb = linear_to_srgb(sum.rgb);
frag_color = vec4(sum.rgb, 1.0);
#endif
}