uniform float backgroundAlpha; uniform vec3 color; out vec4 FragColor; #if defined(LOOKDEV_BG) || defined(LOOKDEV) uniform mat3 StudioLightMatrix; uniform sampler2D image; uniform float studioLightIntensity = 1.0; uniform float studioLightBlur = 0.0; in vec3 viewPosition; # ifndef M_PI # define M_PI 3.14159265358979323846 # endif vec3 background_transform_to_world(vec3 viewvec) { 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); return (ViewMatrixInverse * co).xyz; } float hypot(float x, float y) { return sqrt(x * x + y * y); } vec4 node_tex_environment_equirectangular(vec3 co, sampler2D ima) { 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. */ return textureLod(ima, vec2(u, v), 0.0); } #endif void main() { vec3 background_color; #if defined(LOOKDEV_BG) vec3 worldvec = background_transform_to_world(viewPosition); background_color = probe_evaluate_world_spec(worldvec, studioLightBlur).rgb; background_color *= studioLightIntensity; #elif defined(LOOKDEV) vec3 worldvec = background_transform_to_world(viewPosition); background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb; background_color *= studioLightIntensity; #else background_color = color; #endif FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha; }