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- // Copyright 2016 Activision Publishing, Inc.
- //
- // Permission is hereby granted, free of charge, to any person obtaining
- // a copy of this software and associated documentation files (the "Software"),
- // to deal in the Software without restriction, including without limitation
- // the rights to use, copy, modify, merge, publish, distribute, sublicense,
- // and/or sell copies of the Software, and to permit persons to whom the Software
- // is furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- /* clang-format off */
- #[vertex]
- #version 450
- #VERSION_DEFINES
- #include "cubemap_downsampler_inc.glsl"
- layout(location = 0) out vec2 uv_interp;
- /* clang-format on */
- void main() {
- vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0 * float(params.face_size); // saturate(x) * 2.0
- }
- /* clang-format off */
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #include "cubemap_downsampler_inc.glsl"
- layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
- layout(location = 0) in vec2 uv_interp;
- layout(location = 0) out vec4 frag_color;
- /* clang-format on */
- void main() {
- // Converted from compute shader which uses absolute coordinates.
- // Could possibly simplify this
- float face_size = float(params.face_size);
- float inv_face_size = 1.0 / face_size;
- vec2 id = floor(uv_interp);
- float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
- float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
- float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
- float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
- float weights[4];
- weights[0] = calcWeight(u0, v0);
- weights[1] = calcWeight(u1, v0);
- weights[2] = calcWeight(u0, v1);
- weights[3] = calcWeight(u1, v1);
- const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
- for (int i = 0; i < 4; i++) {
- weights[i] = weights[i] * wsum + .125;
- }
- vec3 dir;
- vec4 color;
- switch (params.face_id) {
- case 0:
- get_dir_0(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_0(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_0(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_0(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- case 1:
- get_dir_1(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_1(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_1(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_1(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- case 2:
- get_dir_2(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_2(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_2(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_2(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- case 3:
- get_dir_3(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_3(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_3(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_3(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- case 4:
- get_dir_4(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_4(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_4(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_4(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- default:
- get_dir_5(dir, u0, v0);
- color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
- get_dir_5(dir, u1, v0);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
- get_dir_5(dir, u0, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
- get_dir_5(dir, u1, v1);
- color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
- break;
- }
- frag_color = color;
- }
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