virtualx-engine/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00

102 lines
1.9 KiB
GLSL

/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
uint pad[3];
}
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 = base_arr[gl_VertexIndex];
vec2 vpos = uv_interp;
if (params.use_section) {
vpos = params.section.xy + vpos * params.section.zw;
}
gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
if (params.flip_y) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
bool alpha_to_zero;
uint pad[2];
} params;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(location = 0) out vec4 frag_color;
void main() {
vec2 uv = uv_interp;
#ifdef MODE_PANORAMA_TO_DP
//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
vec4 color = textureLod(source_color, uv, 0.0);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (params.alpha_to_zero) {
color.rgb *= color.a;
}
frag_color = color;
}