Metal: Fixed 36-sky shaders. (#3765)

This commit is contained in:
Branimir Karadžić
2026-06-16 21:46:03 -07:00
committed by GitHub
parent 2f8d0d5f7e
commit d2f7ecf352
4 changed files with 21 additions and 35 deletions

View File

@@ -5,28 +5,19 @@ $input v_skyColor, v_screenPos, v_viewDir
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
uniform vec4 u_parameters; // x - sun size, y - sun bloom, z - exposition, w - time
uniform vec4 u_sunDirection;
uniform vec4 u_sunLuminance;
#include "../common/common.sh"
// https://www.shadertoy.com/view/4ssXRX
// http://www.loopit.dk/banding_in_games.pdf
// http://www.dspguide.com/ch2/6.htm
//uniformly distributed, normalized rand, [0, 1)
float nrand(in vec2 n)
// Interleaved gradient noise (better for Metal)
// Reference: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float interleavedGradientNoise(vec2 screenPos, float temporalFactor)
{
return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
}
float n4rand_ss(in vec2 n)
{
float nrnd0 = nrand( n + 0.07*fract( u_parameters.w ) );
float nrnd1 = nrand( n + 0.11*fract( u_parameters.w + 0.573953 ) );
return 0.23*sqrt(-log(nrnd0+0.00001))*cos(2.0*3.141592*nrnd1)+0.5;
vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
vec2 coord = screenPos + fract(temporalFactor) * vec2_splat(13.0);
return fract(magic.z * fract(dot(coord, magic.xy)));
}
void main()
@@ -39,8 +30,10 @@ void main()
float sun2 = min(sun * sun, 1.0);
vec3 color = v_skyColor + sun2;
color = toGamma(color);
float r = n4rand_ss(v_screenPos);
color += vec3(r, r, r) / 40.0;
float dither = interleavedGradientNoise(gl_FragCoord.xy, u_parameters.w);
dither = (dither - 0.5) / 255.0;
color += vec3_splat(dither);
gl_FragColor = vec4(color, 1.0);
}

View File

@@ -13,21 +13,13 @@ uniform vec4 u_sunLuminance;
uniform vec4 u_skyLuminance;
uniform vec4 u_parameters;
// https://www.shadertoy.com/view/4ssXRX
// http://www.loopit.dk/banding_in_games.pdf
// http://www.dspguide.com/ch2/6.htm
//uniformly distributed, normalized rand, [0, 1)
float nrand(in vec2 n)
// Interleaved gradient noise (better for Metal)
// Reference: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float interleavedGradientNoise(vec2 screenPos, float temporalFactor)
{
return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
}
float n4rand_ss(in vec2 n)
{
float nrnd0 = nrand( n + 0.07*fract( u_parameters.w ) );
float nrnd1 = nrand( n + 0.11*fract( u_parameters.w + 0.573953 ) );
return 0.23*sqrt(-log(nrnd0+0.00001))*cos(2.0*3.141592*nrnd1)+0.5;
vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
vec2 coord = screenPos + fract(temporalFactor) * vec2_splat(13.0);
return fract(magic.z * fract(dot(coord, magic.xy)));
}
float toLinear(float _rgb)
@@ -49,10 +41,11 @@ void main()
vec3 color = diffuseSun * u_sunLuminance.rgb + (diffuseSky * u_skyLuminance.rgb + 0.01) * occulsion;
color *= 0.5;
//color = mix(color, (u_skyLuminance + u_sunLuminance)*0.3, v_fogFactor);
gl_FragColor.xyz = color * u_parameters.z;
gl_FragColor.w = 1.0;
float r = n4rand_ss(gl_FragCoord.xy) / 40.0;
gl_FragColor.xyz = toGamma(gl_FragColor.xyz) + vec3(r, r, r);
float dither = interleavedGradientNoise(gl_FragCoord.xy, u_parameters.w);
dither = (dither - 0.5) / 255.0;
gl_FragColor.xyz = toGamma(gl_FragColor.xyz) + vec3_splat(dither);
}