cube_to_dp.glsl 1.8 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879
  1. [vertex]
  2. layout(location=0) in highp vec4 vertex_attrib;
  3. layout(location=4) in vec2 uv_in;
  4. out vec2 uv_interp;
  5. void main() {
  6. uv_interp = uv_in;
  7. gl_Position = vertex_attrib;
  8. }
  9. [fragment]
  10. uniform highp samplerCube source_cube; //texunit:0
  11. in vec2 uv_interp;
  12. uniform bool z_flip;
  13. uniform highp float z_far;
  14. uniform highp float z_near;
  15. uniform highp float bias;
  16. void main() {
  17. highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 );
  18. /*
  19. if(z_flip) {
  20. normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y));
  21. } else {
  22. normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y));
  23. }
  24. */
  25. //normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
  26. //normal.xy*=1.0+normal.z;
  27. normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y));
  28. normal = normalize(normal);
  29. /*
  30. normal.z=0.5;
  31. normal=normalize(normal);
  32. */
  33. if (!z_flip) {
  34. normal.z=-normal.z;
  35. }
  36. //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
  37. float depth = texture(source_cube,normal).r;
  38. // absolute values for direction cosines, bigger value equals closer to basis axis
  39. vec3 unorm = abs(normal);
  40. if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) {
  41. // x code
  42. unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ;
  43. } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) {
  44. // y code
  45. unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ;
  46. } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) {
  47. // z code
  48. unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ;
  49. } else {
  50. // oh-no we messed up code
  51. // has to be
  52. unorm = vec3( 1.0, 0.0, 0.0 );
  53. }
  54. float depth_fix = 1.0 / dot(normal,unorm);
  55. depth = 2.0 * depth - 1.0;
  56. float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
  57. gl_FragDepth = (linear_depth*depth_fix+bias) / z_far;
  58. }