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- #[vertex]
- #version 450
- VERSION_DEFINES
- layout(push_constant, binding = 1, std430) uniform Params {
- float z_far;
- float z_near;
- bool z_flip;
- uint pad;
- vec4 screen_rect;
- }
- params;
- layout(location = 0) out vec2 uv_interp;
- 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 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
- gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
- }
- #[fragment]
- #version 450
- VERSION_DEFINES
- layout(location = 0) in vec2 uv_interp;
- layout(set = 0, binding = 0) uniform samplerCube source_cube;
- layout(push_constant, binding = 1, std430) uniform Params {
- float z_far;
- float z_near;
- bool z_flip;
- uint pad;
- vec4 screen_rect;
- }
- params;
- void main() {
- vec2 uv = uv_interp;
- 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 = normalize(normal);
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
- }
- 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 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth = (linear_depth * depth_fix) / params.z_far;
- gl_FragDepth = depth;
- }
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