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/* clang-format off */
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[vertex]
#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
#define highp
#else
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precision highp float;
precision highp int;
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#endif
attribute highp vec4 vertex_attrib; // attrib:0
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
attribute vec3 cube_in; // attrib:4
#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
#ifdef USE_COPY_SECTION
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uniform highp vec4 copy_section;
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#endif
void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
gl_Position = vertex_attrib;
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
#endif
}
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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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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
#define highp
#else
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#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
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precision mediump float;
precision mediump int;
#endif
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
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varying vec2 uv_interp;
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#endif
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/* clang-format on */
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#ifdef USE_ASYM_PANO
uniform highp mat4 pano_transform;
uniform highp vec4 asym_proj;
#endif
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#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
#else
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uniform sampler2D source; // texunit:0
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_MULTIPLIER
uniform float multiplier;
#endif
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#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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uniform highp mat4 sky_transform;
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
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atan(normal.x, normal.z),
acos(normal.y));
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if (st.x < 0.0)
st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return texture2D(pano, st);
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}
#endif
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void main() {
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#ifdef USE_PANORAMA
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vec3 cube_normal = normalize(cube_interp);
cube_normal.z = -cube_normal.z;
cube_normal = mat3(sky_transform) * cube_normal;
cube_normal.z = -cube_normal.z;
vec4 color = texturePanorama(source, cube_normal);
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#elif defined(USE_ASYM_PANO)
// 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.
// 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.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
vec3 cube_normal;
cube_normal.z = -1000000.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
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#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
#else
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vec4 color = texture2D(source, uv_interp);
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#endif
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#ifdef USE_NO_ALPHA
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color.a = 1.0;
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#endif
#ifdef USE_CUSTOM_ALPHA
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color.a = custom_alpha;
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#endif
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#ifdef USE_MULTIPLIER
color.rgb *= multiplier;
#endif
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gl_FragColor = color;
}