in vec3 out_worldpos; uniform float texture_lod; uniform sampler2D tex_skysphere; uniform sampler2D tex_skyenv; uniform bool has_tex_skyenv; uniform float skysphere_rotation; uniform float skysphere_blur; uniform float skysphere_opacity; uniform float skysphere_mip_count; uniform float exposure; uniform uint frame_count; uniform vec4 background_color; out vec4 frag_color; const float PI = 3.1415926536; // MurMurHash 3 finalizer. Implementation is in public domain. uint hash( uint h ) { h ^= h >> 16; h *= 0x85ebca6bU; h ^= h >> 13; h *= 0xc2b2ae35U; h ^= h >> 16; return h; } // Random function using the idea of StackOverflow user "Spatial" https://stackoverflow.com/a/17479300 // Creates random 23 bits and puts them into the fraction bits of an 32-bit float. float random( uvec3 h ) { uint m = hash(h.x ^ hash( h.y ) ^ hash( h.z )); return uintBitsToFloat( ( m & 0x007FFFFFu ) | 0x3f800000u ) - 1.; } float random( vec3 v ) { return random(floatBitsToUint( v )); } vec2 sphere_to_polar( vec3 normal ) { normal = normalize( normal ); return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, acos( normal.y ) / PI ); } void main(void) { vec3 sky_env = textureLod( tex_skyenv, sphere_to_polar( normalize( out_worldpos ) ), 0.0f ).rgb; vec3 sky_color = textureLod( tex_skysphere, sphere_to_polar( normalize( out_worldpos ) ), skysphere_blur * skysphere_mip_count ).rgb; vec3 color = mix( background_color.rgb, mix( sky_color, sky_env, skysphere_blur ) , skysphere_opacity ); color *= exposure; color = color / (vec3(1.) + color); color = pow( color, vec3( 1. / 2.2 )); float dither = random( uvec3( floatBitsToUint( gl_FragCoord.xy ), frame_count ) ); color += vec3( (-1.5/256.) + (3./256.) * dither ); frag_color = vec4( color, 1.0f ); }