60 lines
1.8 KiB
GLSL
60 lines
1.8 KiB
GLSL
#version 330 core
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in vec3 out_worldpos;
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uniform float texture_lod;
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uniform sampler2D tex_skysphere;
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uniform sampler2D tex_skyenv;
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uniform bool has_tex_skyenv;
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uniform float skysphere_rotation;
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uniform float skysphere_blur;
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uniform float skysphere_opacity;
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uniform float skysphere_mip_count;
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uniform float exposure;
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uniform uint frame_count;
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uniform vec4 background_color;
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out vec4 frag_color;
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const float PI = 3.1415926536;
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// MurMurHash 3 finalizer. Implementation is in public domain.
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uint hash( uint h ) {
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h ^= h >> 16;
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h *= 0x85ebca6bU;
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h ^= h >> 13;
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h *= 0xc2b2ae35U;
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h ^= h >> 16;
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return h;
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}
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// Random function using the idea of StackOverflow user "Spatial" https://stackoverflow.com/a/17479300
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// Creates random 23 bits and puts them into the fraction bits of an 32-bit float.
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float random( uvec3 h ) {
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uint m = hash(h.x ^ hash( h.y ) ^ hash( h.z ));
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return uintBitsToFloat( ( m & 0x007FFFFFu ) | 0x3f800000u ) - 1.;
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}
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float random( vec3 v ) {
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return random(floatBitsToUint( v ));
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}
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vec2 sphere_to_polar( vec3 normal ) {
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normal = normalize( normal );
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return vec2( ( atan( normal.z, normal.x ) + skysphere_rotation ) / PI / 2.0 + 0.5, acos( normal.y ) / PI );
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}
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void main(void) {
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vec3 sky_env = textureLod( tex_skyenv, sphere_to_polar( normalize( out_worldpos ) ), 0.0f ).rgb;
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vec3 sky_color = textureLod( tex_skysphere, sphere_to_polar( normalize( out_worldpos ) ), skysphere_blur * skysphere_mip_count ).rgb;
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vec3 color = mix( background_color.rgb, mix( sky_color, sky_env, skysphere_blur ) , skysphere_opacity );
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color *= exposure;
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color = color / (vec3(1.) + color);
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color = pow( color, vec3( 1. / 2.2 ));
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float dither = random( uvec3( floatBitsToUint( gl_FragCoord.xy ), frame_count ) );
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color += vec3( (-1.5/256.) + (3./256.) * dither );
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frag_color = vec4( color, 1.0f );
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}
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