| 
									
										
										
										
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										 |  |  | #[vertex] | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | #version 450 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #VERSION_DEFINES | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #define MAX_VIEWS 2 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) | 
					
						
							|  |  |  | #extension GL_EXT_multiview : enable | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(location = 0) out vec2 uv_interp; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(push_constant, std430) uniform Params { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	mat3 orientation; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec4 projections[MAX_VIEWS]; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec3 position; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	float time; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec3 pad; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	float luminance_multiplier; | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | void main() { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0)); | 
					
						
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										 |  |  | 	uv_interp = base_arr[gl_VertexIndex]; | 
					
						
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										 |  |  | 	gl_Position = vec4(uv_interp, 1.0, 1.0); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #[fragment] | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | #version 450 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #VERSION_DEFINES | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #ifdef USE_MULTIVIEW | 
					
						
							|  |  |  | #ifdef has_VK_KHR_multiview | 
					
						
							|  |  |  | #extension GL_EXT_multiview : enable | 
					
						
							|  |  |  | #define ViewIndex gl_ViewIndex | 
					
						
							|  |  |  | #else // has_VK_KHR_multiview | 
					
						
							|  |  |  | // !BAS! This needs to become an input once we implement our fallback! | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif // has_VK_KHR_multiview | 
					
						
							|  |  |  | #else // USE_MULTIVIEW | 
					
						
							|  |  |  | // Set to zero, not supported in non stereo | 
					
						
							|  |  |  | #define ViewIndex 0 | 
					
						
							|  |  |  | #endif //USE_MULTIVIEW | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #define M_PI 3.14159265359 | 
					
						
							| 
									
										
										
										
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										 |  |  | #define MAX_VIEWS 2 | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(location = 0) in vec2 uv_interp; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(push_constant, std430) uniform Params { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	mat3 orientation; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec4 projections[MAX_VIEWS]; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec3 position; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	float time; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec3 pad; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	float luminance_multiplier; | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
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										 |  |  | #define SAMPLER_NEAREST_CLAMP 0 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_CLAMP 1 | 
					
						
							|  |  |  | #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 | 
					
						
							|  |  |  | #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 | 
					
						
							|  |  |  | #define SAMPLER_NEAREST_REPEAT 6 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_REPEAT 7 | 
					
						
							|  |  |  | #define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 | 
					
						
							|  |  |  | #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 | 
					
						
							|  |  |  | #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 0, binding = 0) uniform sampler material_samplers[12]; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec4 data[]; | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
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										 |  |  | global_shader_uniforms; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 0, binding = 2, std140) uniform SceneData { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	bool volumetric_fog_enabled; // 4 - 4 | 
					
						
							|  |  |  | 	float volumetric_fog_inv_length; // 4 - 8 | 
					
						
							|  |  |  | 	float volumetric_fog_detail_spread; // 4 - 12 | 
					
						
							|  |  |  | 	float volumetric_fog_sky_affect; // 4 - 16 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bool fog_enabled; // 4 - 20 | 
					
						
							|  |  |  | 	float fog_sky_affect; // 4 - 24 | 
					
						
							|  |  |  | 	float fog_density; // 4 - 28 | 
					
						
							|  |  |  | 	float fog_sun_scatter; // 4 - 32 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 fog_light_color; // 12 - 44 | 
					
						
							|  |  |  | 	float fog_aerial_perspective; // 4 - 48 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float z_far; // 4 - 52 | 
					
						
							|  |  |  | 	uint directional_light_count; // 4 - 56 | 
					
						
							|  |  |  | 	uint pad1; // 4 - 60 | 
					
						
							|  |  |  | 	uint pad2; // 4 - 64 | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | scene_data; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct DirectionalLightData { | 
					
						
							|  |  |  | 	vec4 direction_energy; | 
					
						
							|  |  |  | 	vec4 color_size; | 
					
						
							|  |  |  | 	bool enabled; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(set = 0, binding = 3, std140) uniform DirectionalLights { | 
					
						
							|  |  |  | 	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | directional_lights; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #ifdef MATERIAL_UNIFORMS_USED | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 1, binding = 0, std140) uniform MaterialUniforms{ | 
					
						
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										 |  |  | #MATERIAL_UNIFORMS | 
					
						
							| 
									
										
										
										
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										 |  |  | } material; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 2, binding = 0) uniform textureCube radiance; | 
					
						
							| 
									
										
										
										
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										 |  |  | #ifdef USE_CUBEMAP_PASS | 
					
						
							|  |  |  | layout(set = 2, binding = 1) uniform textureCube half_res; | 
					
						
							|  |  |  | layout(set = 2, binding = 2) uniform textureCube quarter_res; | 
					
						
							|  |  |  | #else | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 2, binding = 1) uniform texture2D half_res; | 
					
						
							|  |  |  | layout(set = 2, binding = 2) uniform texture2D quarter_res; | 
					
						
							| 
									
										
										
										
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										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #ifdef USE_CUBEMAP_PASS | 
					
						
							|  |  |  | #define AT_CUBEMAP_PASS true | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | #define AT_CUBEMAP_PASS false | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_HALF_RES_PASS | 
					
						
							|  |  |  | #define AT_HALF_RES_PASS true | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | #define AT_HALF_RES_PASS false | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_QUARTER_RES_PASS | 
					
						
							|  |  |  | #define AT_QUARTER_RES_PASS true | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | #define AT_QUARTER_RES_PASS false | 
					
						
							|  |  |  | #endif | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #GLOBALS | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | layout(location = 0) out vec4 frag_color; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #ifdef USE_DEBANDING | 
					
						
							|  |  |  | // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare | 
					
						
							|  |  |  | vec3 interleaved_gradient_noise(vec2 pos) { | 
					
						
							|  |  |  | 	const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); | 
					
						
							|  |  |  | 	float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; | 
					
						
							|  |  |  | 	return vec3(res, -res, res) / 255.0; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | vec4 volumetric_fog_process(vec2 screen_uv) { | 
					
						
							|  |  |  | 	vec3 fog_pos = vec3(screen_uv, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | vec4 fog_process(vec3 view, vec3 sky_color) { | 
					
						
							|  |  |  | 	vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	if (scene_data.fog_sun_scatter > 0.001) { | 
					
						
							|  |  |  | 		vec4 sun_scatter = vec4(0.0); | 
					
						
							|  |  |  | 		float sun_total = 0.0; | 
					
						
							|  |  |  | 		for (uint i = 0; i < scene_data.directional_light_count; i++) { | 
					
						
							|  |  |  | 			vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w; | 
					
						
							|  |  |  | 			float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0); | 
					
						
							|  |  |  | 			fog_color += light_color * light_amount * scene_data.fog_sun_scatter; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-02-23 23:54:06 +01:00
										 |  |  | 	return vec4(fog_color, 1.0); | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | void main() { | 
					
						
							|  |  |  | 	vec3 cube_normal; | 
					
						
							| 
									
										
										
										
											2019-09-15 19:58:38 +10:00
										 |  |  | 	cube_normal.z = -1.0; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y; | 
					
						
							|  |  |  | 	cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	cube_normal = mat3(params.orientation) * cube_normal; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	cube_normal = normalize(cube_normal); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec2 uv = uv_interp * 0.5 + 0.5; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-03-08 19:51:43 -08:00
										 |  |  | 	vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y)); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	if (panorama_coords.x < 0.0) { | 
					
						
							|  |  |  | 		panorama_coords.x += M_PI * 2.0; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	panorama_coords /= vec2(M_PI * 2.0, M_PI); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-15 19:58:38 +10:00
										 |  |  | 	vec3 color = vec3(0.0, 0.0, 0.0); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	float alpha = 1.0; // Only available to subpasses | 
					
						
							| 
									
										
										
										
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										 |  |  | 	vec4 half_res_color = vec4(1.0); | 
					
						
							|  |  |  | 	vec4 quarter_res_color = vec4(1.0); | 
					
						
							| 
									
										
										
										
											2020-08-20 20:24:46 -07:00
										 |  |  | 	vec4 custom_fog = vec4(0.0); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_CUBEMAP_PASS | 
					
						
							|  |  |  | #ifdef USES_HALF_RES_COLOR | 
					
						
							| 
									
										
										
										
											2022-07-31 16:20:24 -07:00
										 |  |  | 	half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; | 
					
						
							| 
									
										
										
										
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										 |  |  | #endif | 
					
						
							|  |  |  | #ifdef USES_QUARTER_RES_COLOR | 
					
						
							| 
									
										
										
										
											2022-07-31 16:20:24 -07:00
										 |  |  | 	quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; | 
					
						
							| 
									
										
										
										
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										 |  |  | #endif | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | #ifdef USES_HALF_RES_COLOR | 
					
						
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										 |  |  | 	half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; | 
					
						
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										 |  |  | #endif | 
					
						
							|  |  |  | #ifdef USES_QUARTER_RES_COLOR | 
					
						
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										 |  |  | 	quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; | 
					
						
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										 |  |  | #endif | 
					
						
							|  |  |  | #endif | 
					
						
							| 
									
										
										
										
											2019-09-15 19:58:38 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | #CODE : SKY | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	frag_color.rgb = color; | 
					
						
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										 |  |  | 	frag_color.a = alpha; | 
					
						
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. | 
					
						
							|  |  |  | 	if (scene_data.fog_enabled) { | 
					
						
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										 |  |  | 		vec4 fog = fog_process(cube_normal, frag_color.rgb); | 
					
						
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										 |  |  | 		frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.fog_sky_affect); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-10-15 21:59:08 +02:00
										 |  |  | 	if (scene_data.volumetric_fog_enabled) { | 
					
						
							|  |  |  | 		vec4 fog = volumetric_fog_process(uv); | 
					
						
							| 
									
										
										
										
											2022-02-23 23:54:06 +01:00
										 |  |  | 		frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.volumetric_fog_sky_affect); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (custom_fog.a > 0.0) { | 
					
						
							|  |  |  | 		frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-08-17 21:12:51 -07:00
										 |  |  | #endif // DISABLE_FOG | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-07-31 16:20:24 -07:00
										 |  |  | 	// Blending is disabled for Sky, so alpha doesn't blend. | 
					
						
							|  |  |  | 	// Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky. | 
					
						
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										 |  |  | 	if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) { | 
					
						
							|  |  |  | 		frag_color.a = 0.0; | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2021-07-26 21:31:15 +10:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-07-31 16:20:24 -07:00
										 |  |  | 	// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. | 
					
						
							|  |  |  | 	// For both mobile and clustered, we also bake in the exposure value for the environment and camera. | 
					
						
							|  |  |  | 	frag_color.rgb = frag_color.rgb * params.luminance_multiplier; | 
					
						
							| 
									
										
										
										
											2022-09-13 10:39:04 -07:00
										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef USE_DEBANDING | 
					
						
							|  |  |  | 	frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy); | 
					
						
							|  |  |  | #endif | 
					
						
							| 
									
										
										
										
											2019-08-26 17:43:58 -03:00
										 |  |  | } |