209 lines
5.0 KiB
GLSL
209 lines
5.0 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //USE_MULTIVIEW
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#define FLAG_FLIP_Y (1 << 0)
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#define FLAG_USE_SECTION (1 << 1)
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#define FLAG_FORCE_LUMINANCE (1 << 2)
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#define FLAG_ALPHA_TO_ZERO (1 << 3)
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#define FLAG_SRGB (1 << 4)
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#define FLAG_ALPHA_TO_ONE (1 << 5)
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#define FLAG_LINEAR (1 << 6)
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#define FLAG_NORMAL (1 << 7)
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#define FLAG_USE_SRC_SECTION (1 << 8)
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#ifdef USE_MULTIVIEW
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layout(location = 0) out vec3 uv_interp;
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#else
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layout(location = 0) out vec2 uv_interp;
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#endif
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layout(push_constant, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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float luminance_multiplier;
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uint flags;
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vec4 color;
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}
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params;
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void main() {
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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));
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uv_interp.xy = base_arr[gl_VertexIndex];
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#ifdef USE_MULTIVIEW
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uv_interp.z = ViewIndex;
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#endif
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vec2 vpos = uv_interp.xy;
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if (bool(params.flags & FLAG_USE_SECTION)) {
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vpos = params.section.xy + vpos * params.section.zw;
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}
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gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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if (bool(params.flags & FLAG_USE_SRC_SECTION)) {
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uv_interp.xy = params.section.xy + uv_interp.xy * params.section.zw;
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}
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //USE_MULTIVIEW
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#define FLAG_FLIP_Y (1 << 0)
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#define FLAG_USE_SECTION (1 << 1)
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#define FLAG_FORCE_LUMINANCE (1 << 2)
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#define FLAG_ALPHA_TO_ZERO (1 << 3)
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#define FLAG_SRGB (1 << 4)
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#define FLAG_ALPHA_TO_ONE (1 << 5)
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#define FLAG_LINEAR (1 << 6)
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#define FLAG_NORMAL (1 << 7)
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layout(push_constant, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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float luminance_multiplier;
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uint flags;
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vec4 color;
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}
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params;
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#ifndef MODE_SET_COLOR
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#ifdef USE_MULTIVIEW
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layout(location = 0) in vec3 uv_interp;
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#else
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layout(location = 0) in vec2 uv_interp;
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#endif
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#ifdef USE_MULTIVIEW
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layout(set = 0, binding = 0) uniform sampler2DArray source_color;
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#ifdef MODE_TWO_SOURCES
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layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
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layout(location = 1) out float depth;
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#endif /* MODE_TWO_SOURCES */
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#else /* USE_MULTIVIEW */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef MODE_TWO_SOURCES
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layout(set = 1, binding = 0) uniform sampler2D source_color2;
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#endif /* MODE_TWO_SOURCES */
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#endif /* USE_MULTIVIEW */
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#endif /* !SET_COLOR */
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layout(location = 0) out vec4 frag_color;
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vec3 linear_to_srgb(vec3 color) {
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//if going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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vec3 srgb_to_linear(vec3 color) {
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return 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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}
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void main() {
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#ifdef MODE_SET_COLOR
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frag_color = params.color;
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#else
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#ifdef USE_MULTIVIEW
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vec3 uv = uv_interp;
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#else
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vec2 uv = uv_interp;
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#endif
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#ifdef MODE_PANORAMA_TO_DP
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// Note, multiview and panorama should not be mixed at this time
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//obtain normal from dual paraboloid uv
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#define M_PI 3.14159265359
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float side;
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uv.y = modf(uv.y * 2.0, side);
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side = side * 2.0 - 1.0;
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vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal *= -side;
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normal = normalize(normal);
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//now convert normal to panorama uv
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vec2 st = vec2(atan(normal.x, normal.z), 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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}
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uv = st / vec2(M_PI * 2.0, M_PI);
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if (side < 0.0) {
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//uv.y = 1.0 - uv.y;
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uv = 1.0 - uv;
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}
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#endif /* MODE_PANORAMA_TO_DP */
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#ifdef USE_MULTIVIEW
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vec4 color = textureLod(source_color, uv, 0.0);
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#ifdef MODE_TWO_SOURCES
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// In multiview our 2nd input will be our depth map
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depth = textureLod(source_depth, uv, 0.0).r;
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#endif /* MODE_TWO_SOURCES */
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#else /* USE_MULTIVIEW */
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vec4 color = textureLod(source_color, uv, 0.0);
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#ifdef MODE_TWO_SOURCES
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color += textureLod(source_color2, uv, 0.0);
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#endif /* MODE_TWO_SOURCES */
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#endif /* USE_MULTIVIEW */
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if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
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color.rgb *= color.a;
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}
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if (bool(params.flags & FLAG_SRGB)) {
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color.rgb = linear_to_srgb(color.rgb);
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}
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if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
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color.a = 1.0;
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}
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if (bool(params.flags & FLAG_LINEAR)) {
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color.rgb = srgb_to_linear(color.rgb);
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}
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if (bool(params.flags & FLAG_NORMAL)) {
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color.rgb = normalize(color.rgb * 2.0 - 1.0) * 0.5 + 0.5;
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}
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frag_color = color / params.luminance_multiplier;
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#endif // MODE_SET_COLOR
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}
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