copy_to_fb.glsl 5.0 KB

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  1. #[vertex]
  2. #version 450
  3. #VERSION_DEFINES
  4. #ifdef USE_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 //USE_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. #define FLAG_NORMAL (1 << 7)
  20. #define FLAG_USE_SRC_SECTION (1 << 8)
  21. #ifdef USE_MULTIVIEW
  22. layout(location = 0) out vec3 uv_interp;
  23. #else
  24. layout(location = 0) out vec2 uv_interp;
  25. #endif
  26. layout(push_constant, std430) uniform Params {
  27. vec4 section;
  28. vec2 pixel_size;
  29. float luminance_multiplier;
  30. uint flags;
  31. vec4 color;
  32. }
  33. params;
  34. void main() {
  35. 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));
  36. uv_interp.xy = base_arr[gl_VertexIndex];
  37. #ifdef USE_MULTIVIEW
  38. uv_interp.z = ViewIndex;
  39. #endif
  40. vec2 vpos = uv_interp.xy;
  41. if (bool(params.flags & FLAG_USE_SECTION)) {
  42. vpos = params.section.xy + vpos * params.section.zw;
  43. }
  44. gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
  45. if (bool(params.flags & FLAG_FLIP_Y)) {
  46. uv_interp.y = 1.0 - uv_interp.y;
  47. }
  48. if (bool(params.flags & FLAG_USE_SRC_SECTION)) {
  49. uv_interp.xy = params.section.xy + uv_interp.xy * params.section.zw;
  50. }
  51. }
  52. #[fragment]
  53. #version 450
  54. #VERSION_DEFINES
  55. #ifdef USE_MULTIVIEW
  56. #ifdef has_VK_KHR_multiview
  57. #extension GL_EXT_multiview : enable
  58. #define ViewIndex gl_ViewIndex
  59. #else // has_VK_KHR_multiview
  60. #define ViewIndex 0
  61. #endif // has_VK_KHR_multiview
  62. #endif //USE_MULTIVIEW
  63. #define FLAG_FLIP_Y (1 << 0)
  64. #define FLAG_USE_SECTION (1 << 1)
  65. #define FLAG_FORCE_LUMINANCE (1 << 2)
  66. #define FLAG_ALPHA_TO_ZERO (1 << 3)
  67. #define FLAG_SRGB (1 << 4)
  68. #define FLAG_ALPHA_TO_ONE (1 << 5)
  69. #define FLAG_LINEAR (1 << 6)
  70. #define FLAG_NORMAL (1 << 7)
  71. layout(push_constant, std430) uniform Params {
  72. vec4 section;
  73. vec2 pixel_size;
  74. float luminance_multiplier;
  75. uint flags;
  76. vec4 color;
  77. }
  78. params;
  79. #ifndef MODE_SET_COLOR
  80. #ifdef USE_MULTIVIEW
  81. layout(location = 0) in vec3 uv_interp;
  82. #else
  83. layout(location = 0) in vec2 uv_interp;
  84. #endif
  85. #ifdef USE_MULTIVIEW
  86. layout(set = 0, binding = 0) uniform sampler2DArray source_color;
  87. #ifdef MODE_TWO_SOURCES
  88. layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
  89. layout(location = 1) out float depth;
  90. #endif /* MODE_TWO_SOURCES */
  91. #else /* USE_MULTIVIEW */
  92. layout(set = 0, binding = 0) uniform sampler2D source_color;
  93. #ifdef MODE_TWO_SOURCES
  94. layout(set = 1, binding = 0) uniform sampler2D source_color2;
  95. #endif /* MODE_TWO_SOURCES */
  96. #endif /* USE_MULTIVIEW */
  97. #endif /* !SET_COLOR */
  98. layout(location = 0) out vec4 frag_color;
  99. vec3 linear_to_srgb(vec3 color) {
  100. //if going to srgb, clamp from 0 to 1.
  101. color = clamp(color, vec3(0.0), vec3(1.0));
  102. const vec3 a = vec3(0.055f);
  103. 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)));
  104. }
  105. vec3 srgb_to_linear(vec3 color) {
  106. 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)));
  107. }
  108. void main() {
  109. #ifdef MODE_SET_COLOR
  110. frag_color = params.color;
  111. #else
  112. #ifdef USE_MULTIVIEW
  113. vec3 uv = uv_interp;
  114. #else
  115. vec2 uv = uv_interp;
  116. #endif
  117. #ifdef MODE_PANORAMA_TO_DP
  118. // Note, multiview and panorama should not be mixed at this time
  119. //obtain normal from dual paraboloid uv
  120. #define M_PI 3.14159265359
  121. float side;
  122. uv.y = modf(uv.y * 2.0, side);
  123. side = side * 2.0 - 1.0;
  124. vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
  125. normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
  126. normal *= -side;
  127. normal = normalize(normal);
  128. //now convert normal to panorama uv
  129. vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
  130. if (st.x < 0.0) {
  131. st.x += M_PI * 2.0;
  132. }
  133. uv = st / vec2(M_PI * 2.0, M_PI);
  134. if (side < 0.0) {
  135. //uv.y = 1.0 - uv.y;
  136. uv = 1.0 - uv;
  137. }
  138. #endif /* MODE_PANORAMA_TO_DP */
  139. #ifdef USE_MULTIVIEW
  140. vec4 color = textureLod(source_color, uv, 0.0);
  141. #ifdef MODE_TWO_SOURCES
  142. // In multiview our 2nd input will be our depth map
  143. depth = textureLod(source_depth, uv, 0.0).r;
  144. #endif /* MODE_TWO_SOURCES */
  145. #else /* USE_MULTIVIEW */
  146. vec4 color = textureLod(source_color, uv, 0.0);
  147. #ifdef MODE_TWO_SOURCES
  148. color += textureLod(source_color2, uv, 0.0);
  149. #endif /* MODE_TWO_SOURCES */
  150. #endif /* USE_MULTIVIEW */
  151. if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
  152. color.rgb = vec3(max(max(color.r, color.g), color.b));
  153. }
  154. if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
  155. color.rgb *= color.a;
  156. }
  157. if (bool(params.flags & FLAG_SRGB)) {
  158. color.rgb = linear_to_srgb(color.rgb);
  159. }
  160. if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
  161. color.a = 1.0;
  162. }
  163. if (bool(params.flags & FLAG_LINEAR)) {
  164. color.rgb = srgb_to_linear(color.rgb);
  165. }
  166. if (bool(params.flags & FLAG_NORMAL)) {
  167. color.rgb = normalize(color.rgb * 2.0 - 1.0) * 0.5 + 0.5;
  168. }
  169. frag_color = color / params.luminance_multiplier;
  170. #endif // MODE_SET_COLOR
  171. }