/* * Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #version 450 #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable #extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require #include "dh_sky.h" layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in; layout(set = 0, binding = eSkyOutImage) writeonly uniform image2D g_out_hdr; layout(set = 0, binding = eSkyParam) uniform SkyInfo_ { ProceduralSkyShaderParameters skyInfo; }; layout(push_constant) uniform SkyDomePushConstant_ { SkyPushConstant pc; }; void main() { const vec2 pixel_center = vec2(gl_GlobalInvocationID.xy) + vec2(0.5F); const vec2 in_uv = pixel_center / vec2(imageSize(g_out_hdr)); const vec2 d = in_uv * 2.0 - 1.0; vec3 direction = normalize(vec3(pc.mvp * vec4(d.x, d.y, 1.0F, 1.0F))); vec3 color = proceduralSky(skyInfo, direction, 0.0F); imageStore(g_out_hdr, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1.0F)); }