85 lines
2.0 KiB
GLSL
85 lines
2.0 KiB
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
layout(push_constant, binding = 1, std430) uniform Params {
|
|
float z_far;
|
|
float z_near;
|
|
bool z_flip;
|
|
uint pad;
|
|
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, binding = 1, std430) uniform Params {
|
|
float z_far;
|
|
float z_near;
|
|
bool z_flip;
|
|
uint pad;
|
|
vec4 screen_rect;
|
|
}
|
|
params;
|
|
|
|
void main() {
|
|
vec2 uv = uv_interp;
|
|
|
|
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 = normalize(normal);
|
|
|
|
normal.y = -normal.y; //needs to be flipped to match projection matrix
|
|
if (!params.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));
|
|
depth = (linear_depth * depth_fix) / params.z_far;
|
|
|
|
gl_FragDepth = depth;
|
|
}
|