mirror of
https://github.com/godotengine/godot.git
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d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
116 lines
2.3 KiB
GLSL
116 lines
2.3 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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uint pad[3];
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}
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params;
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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vec2 vpos = uv_interp;
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if (params.use_section) {
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vpos = params.section.xy + vpos * params.section.zw;
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}
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gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
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if (params.flip_y) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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bool alpha_to_zero;
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bool srgb;
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uint pad;
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}
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params;
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef MODE_TWO_SOURCES
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layout(set = 1, binding = 0) uniform sampler2D source_color2;
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#endif
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layout(location = 0) out vec4 frag_color;
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vec3 linear_to_srgb(vec3 color) {
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//if going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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void main() {
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vec2 uv = uv_interp;
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#ifdef MODE_PANORAMA_TO_DP
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//obtain normal from dual paraboloid uv
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#define M_PI 3.14159265359
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float side;
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uv.y = modf(uv.y * 2.0, side);
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side = side * 2.0 - 1.0;
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vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal *= -side;
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normal = normalize(normal);
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//now convert normal to panorama uv
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vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
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if (st.x < 0.0) {
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st.x += M_PI * 2.0;
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}
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uv = st / vec2(M_PI * 2.0, M_PI);
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if (side < 0.0) {
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//uv.y = 1.0 - uv.y;
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uv = 1.0 - uv;
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}
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#endif
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vec4 color = textureLod(source_color, uv, 0.0);
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#ifdef MODE_TWO_SOURCES
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color += textureLod(source_color2, uv, 0.0);
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#endif
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if (params.force_luminance) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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if (params.alpha_to_zero) {
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color.rgb *= color.a;
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}
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if (params.srgb) {
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color.rgb = linear_to_srgb(color.rgb);
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}
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frag_color = color;
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}
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