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- /* clang-format off */
- [vertex]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- precision mediump float;
- precision mediump int;
- #endif
- attribute highp vec4 vertex_attrib; // attrib:0
- /* clang-format on */
- attribute vec2 uv_in; // attrib:4
- varying vec2 uv_interp;
- void main() {
- uv_interp = uv_in;
- gl_Position = vertex_attrib;
- }
- /* clang-format off */
- [fragment]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- precision mediump float;
- precision mediump int;
- #endif
- uniform highp samplerCube source_cube; //texunit:0
- /* clang-format on */
- varying 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 = textureCube(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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