4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
204 lines
4.8 KiB
GLSL
204 lines
4.8 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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layout(location = 4) in vec3 cube_in;
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#else
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layout(location = 4) in vec2 uv_in;
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#endif
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layout(location = 5) in vec2 uv2_in;
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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out vec3 cube_interp;
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#else
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out vec2 uv_interp;
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#endif
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out vec2 uv2_interp;
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#ifdef USE_COPY_SECTION
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uniform vec4 copy_section;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0 - uv_interp.y;
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#endif
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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#endif
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}
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/* clang-format off */
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[fragment]
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#define M_PI 3.14159265359
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#if !defined(USE_GLES_OVER_GL)
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precision mediump float;
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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in vec3 cube_interp;
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#else
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in vec2 uv_interp;
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#endif
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/* clang-format on */
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; //texunit:0
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#else
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uniform sampler2D source; //texunit:0
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#endif
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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vec4 texturePanorama(vec3 normal, sampler2D pano) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return textureLod(pano, st, 0.0);
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}
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#endif
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uniform float stuff;
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uniform vec2 pixel_size;
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in vec2 uv2_interp;
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:1
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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//vec4 color = color_interp;
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#ifdef USE_PANORAMA
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vec4 color = texturePanorama(normalize(cube_interp), source);
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#elif defined(USE_ASYM_PANO)
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// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
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// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1000000.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(normalize(cube_normal.xyz), source);
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#elif defined(USE_CUBEMAP)
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vec4 color = texture(source_cube, normalize(cube_interp));
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#else
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vec4 color = textureLod(source, uv_interp, 0.0);
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#endif
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#ifdef LINEAR_TO_SRGB
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
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#endif
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#ifdef SRGB_TO_LINEAR
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color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
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#endif
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#ifdef DEBUG_GRADIENT
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color.rg = uv_interp;
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color.b = 0.0;
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#endif
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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#ifdef GAUSSIAN_HORIZONTAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136;
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#endif
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#ifdef GAUSSIAN_VERTICAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136;
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#endif
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0), color.rgb, bcs.x);
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color.rgb = mix(vec3(0.5), color.rgb, bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color.r = texture(color_correction, vec2(color.r, 0.0)).r;
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color.g = texture(color_correction, vec2(color.g, 0.0)).g;
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color.b = texture(color_correction, vec2(color.b, 0.0)).b;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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frag_color = color;
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}
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