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- [vertex]
- layout(location=0) in highp vec4 vertex_attrib;
- layout(location=4) in vec2 uv_in;
- out vec2 uv_interp;
- void main() {
- uv_interp = uv_in;
- gl_Position = vertex_attrib;
- }
- [fragment]
- uniform highp samplerCube source_cube; //texunit:0
- in vec2 uv_interp;
- uniform bool z_flip;
- uniform highp float z_far;
- uniform highp float z_near;
- uniform highp float bias;
- void main() {
- highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 );
- /*
- if(z_flip) {
- normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y));
- } else {
- normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y));
- }
- */
- //normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
- //normal.xy*=1.0+normal.z;
- normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
- /*
- normal.z=0.5;
- normal=normalize(normal);
- */
- if (!z_flip) {
- normal.z=-normal.z;
- }
- //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
- float depth = texture(source_cube,normal).r;
- // absolute values for direction cosines, bigger value equals closer to basis axis
- vec3 unorm = abs(normal);
- if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) {
- // x code
- unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ;
- } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) {
- // y code
- unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ;
- } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) {
- // z code
- unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ;
- } else {
- // oh-no we messed up code
- // has to be
- unorm = vec3( 1.0, 0.0, 0.0 );
- }
- float depth_fix = 1.0 / dot(normal,unorm);
- depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
- gl_FragDepth = (linear_depth*depth_fix+bias) / z_far;
- }
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