copy_to_fb.glsl 4.6 KB

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  1. #[vertex]
  2. #version 450
  3. #VERSION_DEFINES
  4. #ifdef MULTIVIEW
  5. #ifdef has_VK_KHR_multiview
  6. #extension GL_EXT_multiview : enable
  7. #define ViewIndex gl_ViewIndex
  8. #else // has_VK_KHR_multiview
  9. #define ViewIndex 0
  10. #endif // has_VK_KHR_multiview
  11. #endif //MULTIVIEW
  12. #define FLAG_FLIP_Y (1 << 0)
  13. #define FLAG_USE_SECTION (1 << 1)
  14. #define FLAG_FORCE_LUMINANCE (1 << 2)
  15. #define FLAG_ALPHA_TO_ZERO (1 << 3)
  16. #define FLAG_SRGB (1 << 4)
  17. #define FLAG_ALPHA_TO_ONE (1 << 5)
  18. #define FLAG_LINEAR (1 << 6)
  19. #ifdef MULTIVIEW
  20. layout(location = 0) out vec3 uv_interp;
  21. #else
  22. layout(location = 0) out vec2 uv_interp;
  23. #endif
  24. layout(push_constant, std430) uniform Params {
  25. vec4 section;
  26. vec2 pixel_size;
  27. float luminance_multiplier;
  28. uint flags;
  29. vec4 color;
  30. }
  31. params;
  32. void main() {
  33. vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
  34. uv_interp.xy = base_arr[gl_VertexIndex];
  35. #ifdef MULTIVIEW
  36. uv_interp.z = ViewIndex;
  37. #endif
  38. vec2 vpos = uv_interp.xy;
  39. if (bool(params.flags & FLAG_USE_SECTION)) {
  40. vpos = params.section.xy + vpos * params.section.zw;
  41. }
  42. gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
  43. if (bool(params.flags & FLAG_FLIP_Y)) {
  44. uv_interp.y = 1.0 - uv_interp.y;
  45. }
  46. }
  47. #[fragment]
  48. #version 450
  49. #VERSION_DEFINES
  50. #ifdef MULTIVIEW
  51. #ifdef has_VK_KHR_multiview
  52. #extension GL_EXT_multiview : enable
  53. #define ViewIndex gl_ViewIndex
  54. #else // has_VK_KHR_multiview
  55. #define ViewIndex 0
  56. #endif // has_VK_KHR_multiview
  57. #endif //MULTIVIEW
  58. #define FLAG_FLIP_Y (1 << 0)
  59. #define FLAG_USE_SECTION (1 << 1)
  60. #define FLAG_FORCE_LUMINANCE (1 << 2)
  61. #define FLAG_ALPHA_TO_ZERO (1 << 3)
  62. #define FLAG_SRGB (1 << 4)
  63. #define FLAG_ALPHA_TO_ONE (1 << 5)
  64. #define FLAG_LINEAR (1 << 6)
  65. layout(push_constant, std430) uniform Params {
  66. vec4 section;
  67. vec2 pixel_size;
  68. float luminance_multiplier;
  69. uint flags;
  70. vec4 color;
  71. }
  72. params;
  73. #ifndef MODE_SET_COLOR
  74. #ifdef MULTIVIEW
  75. layout(location = 0) in vec3 uv_interp;
  76. #else
  77. layout(location = 0) in vec2 uv_interp;
  78. #endif
  79. #ifdef MULTIVIEW
  80. layout(set = 0, binding = 0) uniform sampler2DArray source_color;
  81. #ifdef MODE_TWO_SOURCES
  82. layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
  83. layout(location = 1) out float depth;
  84. #endif /* MODE_TWO_SOURCES */
  85. #else /* MULTIVIEW */
  86. layout(set = 0, binding = 0) uniform sampler2D source_color;
  87. #ifdef MODE_TWO_SOURCES
  88. layout(set = 1, binding = 0) uniform sampler2D source_color2;
  89. #endif /* MODE_TWO_SOURCES */
  90. #endif /* MULTIVIEW */
  91. #endif /* !SET_COLOR */
  92. layout(location = 0) out vec4 frag_color;
  93. vec3 linear_to_srgb(vec3 color) {
  94. //if going to srgb, clamp from 0 to 1.
  95. color = clamp(color, vec3(0.0), vec3(1.0));
  96. const vec3 a = vec3(0.055f);
  97. return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
  98. }
  99. vec3 srgb_to_linear(vec3 color) {
  100. return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
  101. }
  102. void main() {
  103. #ifdef MODE_SET_COLOR
  104. frag_color = params.color;
  105. #else
  106. #ifdef MULTIVIEW
  107. vec3 uv = uv_interp;
  108. #else
  109. vec2 uv = uv_interp;
  110. #endif
  111. #ifdef MODE_PANORAMA_TO_DP
  112. // Note, multiview and panorama should not be mixed at this time
  113. //obtain normal from dual paraboloid uv
  114. #define M_PI 3.14159265359
  115. float side;
  116. uv.y = modf(uv.y * 2.0, side);
  117. side = side * 2.0 - 1.0;
  118. vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
  119. normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
  120. normal *= -side;
  121. normal = normalize(normal);
  122. //now convert normal to panorama uv
  123. vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
  124. if (st.x < 0.0) {
  125. st.x += M_PI * 2.0;
  126. }
  127. uv = st / vec2(M_PI * 2.0, M_PI);
  128. if (side < 0.0) {
  129. //uv.y = 1.0 - uv.y;
  130. uv = 1.0 - uv;
  131. }
  132. #endif /* MODE_PANORAMA_TO_DP */
  133. #ifdef MULTIVIEW
  134. vec4 color = textureLod(source_color, uv, 0.0);
  135. #ifdef MODE_TWO_SOURCES
  136. // In multiview our 2nd input will be our depth map
  137. depth = textureLod(source_depth, uv, 0.0).r;
  138. #endif /* MODE_TWO_SOURCES */
  139. #else /* MULTIVIEW */
  140. vec4 color = textureLod(source_color, uv, 0.0);
  141. #ifdef MODE_TWO_SOURCES
  142. color += textureLod(source_color2, uv, 0.0);
  143. #endif /* MODE_TWO_SOURCES */
  144. #endif /* MULTIVIEW */
  145. if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
  146. color.rgb = vec3(max(max(color.r, color.g), color.b));
  147. }
  148. if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
  149. color.rgb *= color.a;
  150. }
  151. if (bool(params.flags & FLAG_SRGB)) {
  152. color.rgb = linear_to_srgb(color.rgb);
  153. }
  154. if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
  155. color.a = 1.0;
  156. }
  157. if (bool(params.flags & FLAG_LINEAR)) {
  158. color.rgb = srgb_to_linear(color.rgb);
  159. }
  160. frag_color = color / params.luminance_multiplier;
  161. #endif // MODE_SET_COLOR
  162. }