Files
bgfx/examples/36-sky/vs_sky.sc
Stanislav 78c4539646 Added example 36-sky (#1250)
* Added example 36-sky

* Added shaders for example 36-sky.

* Fixed brackets, initialisation order and fmod issue
2017-10-03 19:50:05 -07:00

75 lines
2.2 KiB
Scala

$input a_position
$output v_skyColor, v_screenPos, v_viewDir
/*
* Copyright 2017 Stanislav Pidhorskyi. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
uniform vec4 u_sunDirection;
uniform vec4 u_skyLuminanceXYZ;
uniform vec4 u_parameters; // x - sun size, y - sun bloom, z - exposition
uniform vec4 u_perezCoeff[5];
#include "../common/common.sh"
vec3 Perez(vec3 A,vec3 B,vec3 C,vec3 D, vec3 E,float costeta, float cosgamma)
{
float _1_costeta = 1.0 / costeta;
float cos2gamma = cosgamma * cosgamma;
float gamma = acos(cosgamma);
vec3 f = (vec3(1.0, 1.0, 1.0) + A * exp(B * _1_costeta)) * (vec3(1.0, 1.0, 1.0) + C *exp(D * gamma) + E * cos2gamma);
return f;
}
void main()
{
v_screenPos = a_position.xy;
vec4 rayStart = mul(u_invViewProj, vec4(vec3(a_position.xy, -1.0), 1.0));
vec4 rayEnd = mul(u_invViewProj, vec4(vec3(a_position.xy, 1.0), 1.0));
rayStart = rayStart / rayStart.w;
rayEnd = rayEnd / rayEnd.w;
v_viewDir = normalize(rayEnd.xyz - rayStart.xyz);
v_viewDir.y = abs(v_viewDir.y);
gl_Position = vec4(a_position.xy, 1.0, 1.0);
vec3 lightDir = normalize(u_sunDirection.xyz);
vec3 skyDir = vec3(0.0, 1.0, 0.0);
// Perez coefficients.
vec3 A = u_perezCoeff[0].xyz;
vec3 B = u_perezCoeff[1].xyz;
vec3 C = u_perezCoeff[2].xyz;
vec3 D = u_perezCoeff[3].xyz;
vec3 E = u_perezCoeff[4].xyz;
float costeta = max(dot(v_viewDir, skyDir), 0.001);
float cosgamma = clamp(dot(v_viewDir, lightDir), -0.9999, 0.9999);
float cosgammas = dot(skyDir, lightDir);
vec3 P = Perez(A,B,C,D,E, costeta, cosgamma);
vec3 P0 = Perez(A,B,C,D,E, 1.0, cosgammas);
vec3 skyColorxyY = vec3(u_skyLuminanceXYZ.x / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z),
u_skyLuminanceXYZ.y / (u_skyLuminanceXYZ.x+u_skyLuminanceXYZ.y + u_skyLuminanceXYZ.z),
u_skyLuminanceXYZ.y);
vec3 Yp = skyColorxyY * P / P0;
vec3 skyColorXYZ = vec3(Yp.x * Yp.z / Yp.y,Yp.z, (1.0 - Yp.x- Yp.y)*Yp.z/Yp.y);
// HDTV rec. 709 matrix
mat3 m = mat3(
3.240479, -0.969256, 0.055648,
-1.53715, 1.875991, -0.204043,
-0.49853, 0.041556, 1.057311
);
v_skyColor = mul((skyColorXYZ * u_parameters.z), m);
}