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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.glsl62
1 files changed, 62 insertions, 0 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
new file mode 100644
index 00000000000..1f0ef76da0c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -0,0 +1,62 @@
+
+#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;
+uniform float studioLightBackground = 1.0;
+in vec3 viewPosition;
+#endif
+uniform vec3 color;
+
+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 width = float(textureSize(ima, 0).x);
+ float texel_width = 1.0 / width;
+ v = clamp(v, texel_width, 1.0 - texel_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() {
+#ifdef LOOKDEV
+ vec3 worldvec;
+ vec4 background_color;
+ background_transform_to_world(viewPosition, worldvec);
+ node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, background_color);
+ background_color.rgb = mix(color, background_color.rgb, studioLightBackground);
+#else
+ vec3 background_color = color;
+#endif
+
+ FragColor = vec4(clamp(background_color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
+}