90 lines
1.6 KiB
GLSL
90 lines
1.6 KiB
GLSL
/* clang-format off */
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[vertex]
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/* clang-format on */
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#version 450
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/* clang-format off */
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VERSION_DEFINES
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/* clang-format on */
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layout(location =0) out vec2 uv_interp;
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layout(push_constant, binding = 1, std430) uniform Params {
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mat3 orientation;
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vec4 proj;
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float multiplier;
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float alpha;
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float depth;
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float pad;
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} params;
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void main() {
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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));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp,params.depth,1.0);
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}
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/* clang-format off */
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[fragment]
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/* clang-format on */
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#version 450
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/* clang-format off */
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VERSION_DEFINES
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/* clang-format on */
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#define M_PI 3.14159265359
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layout(location =0) in vec2 uv_interp;
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layout( set=0, binding=0 ) uniform sampler2D source_panorama;
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layout(push_constant, binding = 1, std430) uniform Params {
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mat3 orientation;
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vec4 proj;
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float multiplier;
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float alpha;
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float depth;
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float pad;
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} params;
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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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 texture(pano, st);
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}
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layout(location = 0) out vec4 frag_color;
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void main() {
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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 - params.proj.x)) / params.proj.y;
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cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
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cube_normal = mat3(params.orientation) * cube_normal;
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cube_normal.z = -cube_normal.z;
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frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
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frag_color.a = params.alpha;
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}
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