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XCEngine/engine/assets/builtin/shaders/skybox/skybox.frag.glsl

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GLSL

// XC_BUILTIN_SKYBOX_OPENGL_PS
#version 430
layout(binding = 0) uniform sampler2D uSkyboxPanoramicTexture;
layout(binding = 1) uniform samplerCube uSkyboxTexture;
layout(std140, binding = 0) uniform EnvironmentConstants {
vec4 gSkyboxTopColor;
vec4 gSkyboxHorizonColor;
vec4 gSkyboxBottomColor;
vec4 gCameraRightAndTanHalfFov;
vec4 gCameraUpAndAspect;
vec4 gCameraForwardAndUnused;
};
layout(std140, binding = 1) uniform MaterialConstants {
vec4 gSkyboxTintAndExposure;
vec4 gSkyboxRotationAndMode;
};
in vec2 vNdc;
layout(location = 0) out vec4 fragColor;
const float XC_PI = 3.14159265358979323846;
const float XC_INV_PI = 0.31830988618379067154;
const float XC_INV_TWO_PI = 0.15915494309189533577;
vec3 EvaluateProceduralSkybox(vec3 viewRay) {
float vertical = clamp(viewRay.y, -1.0, 1.0);
vec3 color = gSkyboxHorizonColor.rgb;
if (vertical >= 0.0) {
color = mix(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(clamp(vertical, 0.0, 1.0), 0.65));
} else {
color = mix(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(clamp(-vertical, 0.0, 1.0), 0.55));
}
return color;
}
vec3 RotateAroundY(vec3 viewRay) {
float rotation = gSkyboxRotationAndMode.x;
float sinTheta = sin(rotation);
float cosTheta = cos(rotation);
return normalize(vec3(
viewRay.x * cosTheta - viewRay.z * sinTheta,
viewRay.y,
viewRay.x * sinTheta + viewRay.z * cosTheta));
}
vec2 ComputePanoramicUv(vec3 viewRay) {
vec3 rotatedRay = RotateAroundY(viewRay);
float u = fract(atan(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5);
float v = acos(clamp(rotatedRay.y, -1.0, 1.0)) * XC_INV_PI;
return vec2(u, clamp(v, 0.0, 1.0));
}
void main() {
float tanHalfFov = gCameraRightAndTanHalfFov.w;
float aspect = gCameraUpAndAspect.w;
vec3 viewRay = normalize(
gCameraForwardAndUnused.xyz +
vNdc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
vec3 color = EvaluateProceduralSkybox(viewRay);
if (gSkyboxRotationAndMode.y > 1.5) {
color = texture(uSkyboxTexture, RotateAroundY(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
} else if (gSkyboxRotationAndMode.y > 0.5) {
color = texture(uSkyboxPanoramicTexture, ComputePanoramicUv(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
}
fragColor = vec4(color, 1.0);
}