49 lines
846 B
GLSL
49 lines
846 B
GLSL
layout(push_constant, std430) uniform Params {
|
|
uint face_size;
|
|
uint face_id; // only used in raster shader
|
|
}
|
|
params;
|
|
|
|
#define M_PI 3.14159265359
|
|
|
|
void get_dir_0(out vec3 dir, in float u, in float v) {
|
|
dir[0] = 1.0;
|
|
dir[1] = v;
|
|
dir[2] = -u;
|
|
}
|
|
|
|
void get_dir_1(out vec3 dir, in float u, in float v) {
|
|
dir[0] = -1.0;
|
|
dir[1] = v;
|
|
dir[2] = u;
|
|
}
|
|
|
|
void get_dir_2(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = 1.0;
|
|
dir[2] = -v;
|
|
}
|
|
|
|
void get_dir_3(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = -1.0;
|
|
dir[2] = v;
|
|
}
|
|
|
|
void get_dir_4(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = v;
|
|
dir[2] = 1.0;
|
|
}
|
|
|
|
void get_dir_5(out vec3 dir, in float u, in float v) {
|
|
dir[0] = -u;
|
|
dir[1] = v;
|
|
dir[2] = -1.0;
|
|
}
|
|
|
|
float calcWeight(float u, float v) {
|
|
float val = u * u + v * v + 1.0;
|
|
return val * sqrt(val);
|
|
}
|