// Copyright 2016 Activision Publishing, Inc. // // Permission is hereby granted, free of charge, to any person obtaining // a copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the Software // is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. /* clang-format off */ #[vertex] #version 450 #VERSION_DEFINES #include "cubemap_downsampler_inc.glsl" layout(location = 0) out vec2 uv_interp; /* clang-format on */ void main() { vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0 * float(params.face_size); // saturate(x) * 2.0 } /* clang-format off */ #[fragment] #version 450 #VERSION_DEFINES #include "cubemap_downsampler_inc.glsl" layout(set = 0, binding = 0) uniform samplerCube source_cubemap; layout(location = 0) in vec2 uv_interp; layout(location = 0) out vec4 frag_color; /* clang-format on */ void main() { // Converted from compute shader which uses absolute coordinates. // Could possibly simplify this float face_size = float(params.face_size); float inv_face_size = 1.0 / face_size; vec2 id = floor(uv_interp); float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0; float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0; float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0; float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0; float weights[4]; weights[0] = calcWeight(u0, v0); weights[1] = calcWeight(u1, v0); weights[2] = calcWeight(u0, v1); weights[3] = calcWeight(u1, v1); const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]); for (int i = 0; i < 4; i++) { weights[i] = weights[i] * wsum + .125; } vec3 dir; vec4 color; switch (params.face_id) { case 0: get_dir_0(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_0(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_0(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_0(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 1: get_dir_1(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_1(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_1(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_1(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 2: get_dir_2(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_2(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_2(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_2(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 3: get_dir_3(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_3(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_3(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_3(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 4: get_dir_4(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_4(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_4(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_4(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; default: get_dir_5(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_5(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_5(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_5(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; } frag_color = color; }