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- #[vertex]
- #version 450
- VERSION_DEFINES
- layout(location = 0) out vec2 uv_interp;
- layout(push_constant, binding = 1, std430) uniform Params {
- vec4 section;
- vec2 pixel_size;
- bool flip_y;
- bool use_section;
- bool force_luminance;
- uint pad[3];
- }
- params;
- void main() {
- 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));
- uv_interp = base_arr[gl_VertexIndex];
- vec2 vpos = uv_interp;
- if (params.use_section) {
- vpos = params.section.xy + vpos * params.section.zw;
- }
- gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
- if (params.flip_y) {
- uv_interp.y = 1.0 - uv_interp.y;
- }
- }
- #[fragment]
- #version 450
- VERSION_DEFINES
- layout(push_constant, binding = 1, std430) uniform Params {
- vec4 section;
- vec2 pixel_size;
- bool flip_y;
- bool use_section;
- bool force_luminance;
- bool alpha_to_zero;
- bool srgb;
- uint pad;
- }
- params;
- layout(location = 0) in vec2 uv_interp;
- layout(set = 0, binding = 0) uniform sampler2D source_color;
- #ifdef MODE_TWO_SOURCES
- layout(set = 1, binding = 0) uniform sampler2D source_color2;
- #endif
- layout(location = 0) out vec4 frag_color;
- vec3 linear_to_srgb(vec3 color) {
- //if going to srgb, clamp from 0 to 1.
- color = clamp(color, vec3(0.0), vec3(1.0));
- const vec3 a = vec3(0.055f);
- 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)));
- }
- void main() {
- vec2 uv = uv_interp;
- #ifdef MODE_PANORAMA_TO_DP
- //obtain normal from dual paraboloid uv
- #define M_PI 3.14159265359
- float side;
- uv.y = modf(uv.y * 2.0, side);
- side = side * 2.0 - 1.0;
- vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal *= -side;
- normal = normalize(normal);
- //now convert normal to panorama uv
- vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
- if (st.x < 0.0) {
- st.x += M_PI * 2.0;
- }
- uv = st / vec2(M_PI * 2.0, M_PI);
- if (side < 0.0) {
- //uv.y = 1.0 - uv.y;
- uv = 1.0 - uv;
- }
- #endif
- vec4 color = textureLod(source_color, uv, 0.0);
- #ifdef MODE_TWO_SOURCES
- color += textureLod(source_color2, uv, 0.0);
- #endif
- if (params.force_luminance) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- if (params.alpha_to_zero) {
- color.rgb *= color.a;
- }
- if (params.srgb) {
- color.rgb = linear_to_srgb(color.rgb);
- }
- frag_color = color;
- }
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