#version 450 layout (constant_id = 0) const bool doSkyBox = false; layout (constant_id = 1) const bool doSkySheet = false; layout (set = 2, binding = 0) uniform sampler2DArray SkySheet; layout (set = 3, binding = 0) uniform samplerCube SkyBox; layout (push_constant) uniform PushConstants { vec4 fog; float time; float alpha; float turb_scale; }; layout (location = 0) in vec4 tl_st; layout (location = 1) in vec3 direction; layout (location = 2) in vec4 color; layout (location = 0) out vec4 frag_color; const float SCALE = 189.0 / 64.0; vec4 fogBlend (vec4 color) { float az = fog.a * gl_FragCoord.z / gl_FragCoord.w; vec3 fog_color = fog.rgb; float fog_factor = exp (-az * az); return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a); } vec4 sky_sheet (vec3 dir, float time) { float len; vec2 flow = vec2 (1.0, 1.0); vec2 base; vec3 st1, st2; vec4 c1, c2, c; dir.z *= 3.0; len = dot (dir, dir); len = SCALE * inversesqrt (len); base = dir.yx * vec2(1.0, -1.0) * len; st1 = vec3 (base + flow * time / 8.0, 0); st2 = vec3 (base + flow * time / 16.0, 1); c1 = texture (SkySheet, st1); c2 = texture (SkySheet, st2); c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a)); return c; } vec4 sky_box (vec3 dir, float time) { // NOTE: quake's world is right-handed with Z up and X forward, but // Vulkan's cube maps are left-handed with Y up and Z forward. The // rotation to X foward is done by the Sky matrix so all that's left // to do here is swizzle the Y and Z coordinates dir = normalize(dir); //return vec4(dir.xyz, 1) * 0.5 + vec4(0.5); return texture (SkyBox, dir.xzy); } vec4 sky_color (vec3 dir, float time) { if (!doSkySheet) { return sky_box (dir, time); } if (!doSkyBox) { return sky_sheet (dir, time); } else { // can see through the sheet (may look funny when looking down) // maybe have 4 sheet layers instead of 2? vec4 c1 = sky_sheet (dir, time); vec4 c2 = sky_box (dir, time); return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a)); return vec4 (1, 0, 1, 1); } } void main (void) { vec4 c; if (doSkyBox || doSkySheet) { c = sky_color (direction, time); } else { c = vec4 (0, 0, 0, 1); } frag_color = c;//fogBlend (c); }