0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
102 lines
1.9 KiB
GLSL
102 lines
1.9 KiB
GLSL
/* clang-format off */
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[vertex]
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#version 450
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VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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uint pad[3];
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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 = base_arr[gl_VertexIndex];
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vec2 vpos = uv_interp;
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if (params.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 (params.flip_y) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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}
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/* clang-format off */
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[fragment]
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#version 450
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VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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bool alpha_to_zero;
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uint pad[2];
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} params;
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(location = 0) out vec4 frag_color;
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void main() {
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vec2 uv = uv_interp;
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#ifdef MODE_PANORAMA_TO_DP
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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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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
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vec4 color = textureLod(source_color, uv, 0.0);
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if (params.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 (params.alpha_to_zero) {
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color.rgb *= color.a;
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}
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frag_color = color;
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}
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