Merge pull request #76692 from clayjohn/Mobile-sky-dark

Use proper UV in cubemap downsampler raster (Fixes reflections in mobile renderer)
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Max Hilbrunner 2023-05-03 20:15:41 +02:00 committed by GitHub
commit dbd615a28e
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@ -55,109 +55,107 @@ void main() {
// Converted from compute shader which uses absolute coordinates.
// Could possibly simplify this
float face_size = float(params.face_size);
float inv_face_size = 1.0 / face_size;
vec2 id = floor(uv_interp);
if (uv_interp.x < face_size && uv_interp.y < face_size) {
float inv_face_size = 1.0 / face_size;
float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
float weights[4];
weights[0] = calcWeight(u0, v0);
weights[1] = calcWeight(u1, v0);
weights[2] = calcWeight(u0, v1);
weights[3] = calcWeight(u1, v1);
float weights[4];
weights[0] = calcWeight(u0, v0);
weights[1] = calcWeight(u1, v0);
weights[2] = calcWeight(u0, v1);
weights[3] = calcWeight(u1, v1);
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
for (int i = 0; i < 4; i++) {
weights[i] = weights[i] * wsum + .125;
}
vec3 dir;
vec4 color;
switch (params.face_id) {
case 0:
get_dir_0(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_0(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_0(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_0(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 1:
get_dir_1(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_1(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_1(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_1(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 2:
get_dir_2(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_2(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_2(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_2(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 3:
get_dir_3(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_3(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_3(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_3(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 4:
get_dir_4(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_4(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_4(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_4(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
default:
get_dir_5(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_5(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_5(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_5(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
}
frag_color = color;
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
for (int i = 0; i < 4; i++) {
weights[i] = weights[i] * wsum + .125;
}
vec3 dir;
vec4 color;
switch (params.face_id) {
case 0:
get_dir_0(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_0(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_0(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_0(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 1:
get_dir_1(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_1(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_1(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_1(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 2:
get_dir_2(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_2(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_2(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_2(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 3:
get_dir_3(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_3(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_3(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_3(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 4:
get_dir_4(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_4(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_4(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_4(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
default:
get_dir_5(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_5(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_5(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_5(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
}
frag_color = color;
}