quakeforge/libs/video/renderer/vulkan/shader/bsp_sky.frag
Bill Currie 4cb120e878 [vulkan] Implement most of the changes for cube rendering
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
2023-02-14 13:24:47 +09:00

105 lines
2.4 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable
#include "oit_store.finc"
layout (constant_id = 0) const bool doSkyBox = false;
layout (constant_id = 1) const bool doSkySheet = false;
layout (set = 3, binding = 0) uniform sampler2DArray SkySheet;
layout (set = 4, 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(early_fragment_tests) in;
//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);
StoreFrag (c, gl_FragCoord.z);
}