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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-25 09:06:36 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-28 18:07:39 +0300
commit765fd29d6855d098d8fcdd72ba595dfd1e4e4e17 (patch)
treef1877bfcaf5f4a309f294e2fb516a61c9d6f01aa /source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
parentce5fa2decad115f023e2f5591255078768b4fa5e (diff)
EEvEE: LookDev
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_world_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_world_frag.glsl50
1 files changed, 49 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 90af87756f0..472d9c577b4 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -1,9 +1,57 @@
+#define M_PI 3.14159265358979323846
uniform float backgroundAlpha;
+uniform mat4 ProjectionMatrix;
+uniform mat4 ProjectionMatrixInverse;
+uniform mat4 ViewMatrixInverse;
+#ifdef LOOKDEV
+uniform mat3 StudioLightMatrix;
+uniform sampler2D image;
+in vec3 viewPosition;
+#else
uniform vec3 color;
+#endif
out vec4 FragColor;
+void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
+{
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
+
+ vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
+ worldvec = (ViewMatrixInverse * co).xyz;
+}
+
+float hypot(float x, float y)
+{
+ return sqrt(x * x + y * y);
+}
+
+void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
+{
+ vec3 nco = normalize(co);
+ float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
+ float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
+
+ /* Fix pole bleeding */
+ float half_width = 0.5 / float(textureSize(ima, 0).x);
+ v = clamp(v, half_width, 1.0 - half_width);
+
+ /* Fix u = 0 seam */
+ /* This is caused by texture filtering, since uv don't have smooth derivatives
+ * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
+ * texels. So we force the highest mipmap and don't do anisotropic filtering. */
+ color = textureLod(ima, vec2(u, v), 0.0);
+}
+
void main() {
- FragColor = vec4(color, backgroundAlpha);
+#ifdef LOOKDEV
+ vec3 worldvec;
+ vec4 color;
+ background_transform_to_world(viewPosition, worldvec);
+ node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, color);
+#endif
+
+ FragColor = vec4(clamp(color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
}