/* 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 { mat3 orientation; vec4 proj; vec4 position_multiplier; float time; } params; void main() { vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp, 1.0, 1.0); } /* clang-format off */ [fragment] #version 450 VERSION_DEFINES #define M_PI 3.14159265359 layout(location = 0) in vec2 uv_interp; /* clang-format on */ layout(push_constant, binding = 1, std430) uniform Params { mat3 orientation; vec4 proj; vec4 position_multiplier; float time; //TODO consider adding vec2 screen res, and float radiance size } params; layout(set = 0, binding = 0) uniform sampler material_samplers[12]; #ifdef USE_MATERIAL_UNIFORMS layout(set = 1, binding = 0, std140) uniform MaterialUniforms{ /* clang-format off */ MATERIAL_UNIFORMS /* clang-format on */ } material; #endif layout(set = 2, binding = 0) uniform textureCube radiance; layout(set = 2, binding = 1) uniform texture2D half_res; layout(set = 2, binding = 2) uniform texture2D quarter_res; struct DirectionalLightData { vec3 direction; float energy; vec3 color; bool enabled; }; layout(set = 3, binding = 0, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; /* clang-format off */ FRAGMENT_SHADER_GLOBALS /* clang-format on */ layout(location = 0) out vec4 frag_color; void main() { vec3 cube_normal; cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y; cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w; cube_normal = mat3(params.orientation) * cube_normal; cube_normal.z = -cube_normal.z; cube_normal = normalize(cube_normal); vec2 uv = uv_interp * 0.5 + 0.5; vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y)); if (panorama_coords.x < 0.0) { panorama_coords.x += M_PI * 2.0; } panorama_coords /= vec2(M_PI * 2.0, M_PI); vec3 color = vec3(0.0, 0.0, 0.0); float alpha = 1.0; // Only available to subpasses // unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in.. #ifndef REALLYINCLUDETHIS { /* clang-format off */ LIGHT_SHADER_CODE /* clang-format on */ } #endif { /* clang-format off */ FRAGMENT_SHADER_CODE /* clang-format on */ } frag_color.rgb = color * params.position_multiplier.w; frag_color.a = alpha; }