57416bfbce
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0, and while OpenGL 3.3 defines them for compatibility (but without practical effect), they're missing from OpenGL 2.1, so we define them to prevent compilation errors. Fixes #24521.
97 lines
2.2 KiB
GLSL
97 lines
2.2 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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/* clang-format on */
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attribute vec2 uv_in; // attrib:4
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varying vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp samplerCube source_cube; //texunit:0
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/* clang-format on */
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varying vec2 uv_interp;
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uniform bool z_flip;
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uniform highp float z_far;
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uniform highp float z_near;
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uniform highp float bias;
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void main() {
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highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
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/*
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if (z_flip) {
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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} else {
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normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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}
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*/
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//normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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//normal.xy *= 1.0 + normal.z;
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal = normalize(normal);
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/*
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normal.z = 0.5;
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normal = normalize(normal);
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*/
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if (!z_flip) {
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normal.z = -normal.z;
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}
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//normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
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float depth = textureCube(source_cube, normal).r;
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// absolute values for direction cosines, bigger value equals closer to basis axis
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vec3 unorm = abs(normal);
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if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
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// x code
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unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
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} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
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// y code
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unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
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} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
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// z code
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unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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} else {
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// oh-no we messed up code
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// has to be
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unorm = vec3(1.0, 0.0, 0.0);
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}
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float depth_fix = 1.0 / dot(normal, unorm);
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depth = 2.0 * depth - 1.0;
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float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
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gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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}
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