d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
115 lines
2.3 KiB
GLSL
115 lines
2.3 KiB
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(location = 0) out vec2 uv_interp;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
#[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;
|
|
bool srgb;
|
|
uint pad;
|
|
}
|
|
params;
|
|
|
|
layout(location = 0) in vec2 uv_interp;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
|
#ifdef MODE_TWO_SOURCES
|
|
layout(set = 1, binding = 0) uniform sampler2D source_color2;
|
|
#endif
|
|
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)));
|
|
}
|
|
|
|
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);
|
|
#ifdef MODE_TWO_SOURCES
|
|
color += textureLod(source_color2, uv, 0.0);
|
|
#endif
|
|
if (params.force_luminance) {
|
|
color.rgb = vec3(max(max(color.r, color.g), color.b));
|
|
}
|
|
if (params.alpha_to_zero) {
|
|
color.rgb *= color.a;
|
|
}
|
|
if (params.srgb) {
|
|
color.rgb = linear_to_srgb(color.rgb);
|
|
}
|
|
frag_color = color;
|
|
}
|