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