#[set(everything)] const constants: { SMVP: float4x4; envmap_data_world: float4; // angle, tonemap_strength, empty, strength }; #[set(everything)] const sampler_linear: sampler; #[set(everything)] const envmap: tex2d; const PI: float = 3.1415926535; const PI2: float = 6.283185307; struct vert_in { pos: float3; nor: float3; } struct vert_out { pos: float4; nor: float3; } fun world_pass_vert(input: vert_in): vert_out { var output: vert_out; output.pos = constants.SMVP * float4(input.pos, 1.0); output.nor = input.nor; return output; } fun envmap_equirect(normal: float3, angle: float): float2 { var phi: float = acos(normal.z); var theta: float = atan2(normal.x, -normal.y) + PI + angle; return float2(theta / PI2, phi / PI); } fun tonemap_filmic(color: float3): float3 { // Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75 // var x: float3 = max(float3(0.0, 0.0, 0.0), color - 0.004); var x: float3; x.x = max(0.0, color.x - 0.004); x.y = max(0.0, color.y - 0.004); x.z = max(0.0, color.z - 0.004); return (x * (x * 6.2 + 0.5)) / (x * (x * 6.2 + 1.7) + 0.06); } fun world_pass_frag(input: vert_out): float4 { var n: float3 = normalize(input.nor); var color: float4; color.rgb = sample(envmap, sampler_linear, envmap_equirect(-n, constants.envmap_data_world.x)).rgb * constants.envmap_data_world.w; // Tonemap with gamma color.rgb = lerp3(color.rgb, tonemap_filmic(color.rgb), constants.envmap_data_world.y); color.a = 0.0; // Mark as non-opaque return color; } #[pipe] struct pipe { vertex = world_pass_vert; fragment = world_pass_frag; }