12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485 |
- #[vertex]
- #version 450
- #VERSION_DEFINES
- layout(push_constant, std430) uniform Params {
- float z_far;
- float z_near;
- vec2 texel_size;
- 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, std430) uniform Params {
- float z_far;
- float z_near;
- vec2 texel_size;
- vec4 screen_rect;
- }
- params;
- void main() {
- vec2 uv = uv_interp;
- vec2 texel_size = abs(params.texel_size);
- uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0));
- vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
- normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2)
- normal = normalize(normal);
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (params.texel_size.x >= 0.0) { // Sign is used to encode 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));
- // linear_depth equal to view space depth
- depth = (params.z_far - linear_depth * depth_fix) / params.z_far;
- gl_FragDepth = depth;
- }
|