diff options
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.glsl | 62 |
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); +} |