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#version 440
#extension GL_GOOGLE_include_directive : enable
#ifndef QSSG_ENABLE_RGBE_LIGHT_PROBE
#define QSSG_ENABLE_RGBE_LIGHT_PROBE 0
#endif
#include "../effectlib/tonemapping.glsllib"
layout(location = 0) out vec4 fragOutput;
layout(std140, binding = 0) uniform buf {
vec4 skyboxProperties;
mat3 orientation;
#if QSHADER_VIEW_COUNT >= 2
mat4 viewProjection[QSHADER_VIEW_COUNT];
mat4 inverseProjection[QSHADER_VIEW_COUNT];
mat3 viewMatrix[QSHADER_VIEW_COUNT];
#else
mat4 viewProjection;
mat4 inverseProjection;
mat3 viewMatrix;
#endif
} ubuf;
// skyboxProperties
// x: adjustY
// y: exposure
// z: blurAmount
// w: maxMipLevel
layout(location = 0) in vec3 eye_direction;
layout(binding = 1) uniform samplerCube skybox_image;
void main()
{
vec3 eye = normalize(eye_direction);
float mipLevel = mix(0.0, ubuf.skyboxProperties.w, ubuf.skyboxProperties.z);
vec4 color = textureLod(skybox_image, eye, mipLevel);
#if QSSG_ENABLE_RGBE_LIGHT_PROBE
color = vec4(color.rgb * pow(2.0, color.a * 255.0 - 128.0), 1.0);
#endif
fragOutput = vec4(qt_tonemap(qt_exposure(color.rgb, ubuf.skyboxProperties.y)), 1.0);
}
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