/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else precision highp float; precision highp int; #endif attribute highp vec4 vertex_attrib; // attrib:0 /* clang-format on */ #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) attribute vec3 cube_in; // attrib:4 #else attribute vec2 uv_in; // attrib:4 #endif attribute vec2 uv2_in; // attrib:5 #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) varying vec3 cube_interp; #else varying vec2 uv_interp; #endif varying vec2 uv2_interp; // These definitions are here because the shader-wrapper builder does // not understand `#elif defined()` #ifdef USE_DISPLAY_TRANSFORM #endif #ifdef USE_COPY_SECTION uniform highp vec4 copy_section; #elif defined(USE_DISPLAY_TRANSFORM) uniform highp mat4 display_transform; #endif void main() { #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; #elif defined(USE_ASYM_PANO) uv_interp = vertex_attrib.xy; #else uv_interp = uv_in; #endif 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; #elif defined(USE_DISPLAY_TRANSFORM) uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; #endif } /* clang-format off */ [fragment] #define M_PI 3.14159265359 #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else #if defined(USE_HIGHP_PRECISION) precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif #endif #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) varying vec3 cube_interp; #else varying vec2 uv_interp; #endif /* clang-format on */ #ifdef USE_ASYM_PANO uniform highp mat4 pano_transform; uniform highp vec4 asym_proj; #endif #ifdef USE_CUBEMAP uniform samplerCube source_cube; // texunit:0 #else uniform sampler2D source; // texunit:0 #endif #ifdef SEP_CBCR_TEXTURE uniform sampler2D CbCr; //texunit:1 #endif varying vec2 uv2_interp; #ifdef USE_MULTIPLIER uniform float multiplier; #endif #ifdef USE_CUSTOM_ALPHA uniform float custom_alpha; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) uniform highp mat4 sky_transform; vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y)); if (st.x < 0.0) st.x += M_PI * 2.0; st /= vec2(M_PI * 2.0, M_PI); return texture2D(pano, st); } #endif void main() { #ifdef USE_PANORAMA 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); #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. // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. // 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 = -1.0; 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; cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; vec4 color = texturePanorama(source, normalize(cube_normal.xyz)); #elif defined(USE_CUBEMAP) vec4 color = textureCube(source_cube, normalize(cube_interp)); #elif defined(SEP_CBCR_TEXTURE) vec4 color; color.r = texture2D(source, uv_interp).r; color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5); color.a = 1.0; #else vec4 color = texture2D(source, uv_interp); #endif #ifdef YCBCR_TO_RGB // YCbCr -> RGB conversion // Using BT.601, which is the standard for SDTV is provided as a reference color.rgb = mat3( vec3(1.00000, 1.00000, 1.00000), vec3(0.00000, -0.34413, 1.77200), vec3(1.40200, -0.71414, 0.00000)) * color.rgb; #endif #ifdef USE_NO_ALPHA color.a = 1.0; #endif #ifdef USE_CUSTOM_ALPHA color.a = custom_alpha; #endif #ifdef USE_MULTIPLIER color.rgb *= multiplier; #endif #ifdef OUTPUT_LINEAR // sRGB -> linear color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), vec3(lessThan(color.rgb, vec3(0.04045)))); #endif gl_FragColor = color; }