godot/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl

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/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
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;
}
}
/* clang-format off */
[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;
uint pad[2];
} params;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(location = 0) out vec4 frag_color;
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);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (params.alpha_to_zero) {
color.rgb *= color.a;
}
frag_color = color;
}