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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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commit
dbd615a28e
@ -55,109 +55,107 @@ void main() {
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// Converted from compute shader which uses absolute coordinates.
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// Could possibly simplify this
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float face_size = float(params.face_size);
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float inv_face_size = 1.0 / face_size;
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vec2 id = floor(uv_interp);
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if (uv_interp.x < face_size && uv_interp.y < face_size) {
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float inv_face_size = 1.0 / face_size;
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float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
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float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
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float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
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float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
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float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
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float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
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float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
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float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
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float weights[4];
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weights[0] = calcWeight(u0, v0);
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weights[1] = calcWeight(u1, v0);
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weights[2] = calcWeight(u0, v1);
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weights[3] = calcWeight(u1, v1);
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float weights[4];
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weights[0] = calcWeight(u0, v0);
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weights[1] = calcWeight(u1, v0);
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weights[2] = calcWeight(u0, v1);
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weights[3] = calcWeight(u1, v1);
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const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
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for (int i = 0; i < 4; i++) {
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weights[i] = weights[i] * wsum + .125;
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}
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vec3 dir;
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vec4 color;
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switch (params.face_id) {
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case 0:
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get_dir_0(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_0(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_0(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_0(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 1:
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get_dir_1(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_1(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_1(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_1(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 2:
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get_dir_2(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_2(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_2(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_2(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 3:
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get_dir_3(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_3(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_3(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_3(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 4:
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get_dir_4(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_4(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_4(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_4(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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default:
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get_dir_5(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_5(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_5(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_5(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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}
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frag_color = color;
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const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
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for (int i = 0; i < 4; i++) {
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weights[i] = weights[i] * wsum + .125;
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}
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vec3 dir;
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vec4 color;
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switch (params.face_id) {
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case 0:
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get_dir_0(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_0(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_0(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_0(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 1:
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get_dir_1(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_1(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_1(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_1(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 2:
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get_dir_2(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_2(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_2(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_2(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 3:
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get_dir_3(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_3(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_3(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_3(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 4:
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get_dir_4(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_4(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_4(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_4(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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default:
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get_dir_5(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_5(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_5(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_5(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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}
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frag_color = color;
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}
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