procedural-3d-engine/data/shaders/hlsl/pbrtexture/skybox.frag
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

37 lines
No EOL
901 B
GLSL

// Copyright 2020 Google LLC
TextureCube textureEnv : register(t2);
SamplerState samplerEnv : register(s2);
struct UBOParams {
float4 lights[4];
float exposure;
float gamma;
};
cbuffer uboParams : register(b1) { UBOParams uboParams; };
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
float3 Uncharted2Tonemap(float3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}
float4 main([[vk::location(0)]] float3 inUVW : POSITION0) : SV_TARGET
{
float3 color = textureEnv.Sample(samplerEnv, inUVW).rgb;
// Tone mapping
color = Uncharted2Tonemap(color * uboParams.exposure);
color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx));
// Gamma correction
color = pow(color, (1.0f / uboParams.gamma).xxx);
return float4(color, 1.0);
}