Files
armorpaint/paint/shaders/world_pass.kong
T
2026-05-19 19:56:14 +02:00

67 lines
1.6 KiB
Plaintext

#[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.y, normal.x) + 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 - non-lit modes
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;
}