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().
84 lines
2 KiB
GLSL
84 lines
2 KiB
GLSL
#[vertex]
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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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float z_far;
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float z_near;
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bool z_flip;
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uint pad;
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vec4 screen_rect;
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}
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params;
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layout(location = 0) out vec2 uv_interp;
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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 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
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gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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layout(push_constant, binding = 1, std430) uniform Params {
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float z_far;
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float z_near;
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bool z_flip;
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uint pad;
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vec4 screen_rect;
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}
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params;
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void main() {
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vec2 uv = uv_interp;
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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 = normalize(normal);
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normal.y = -normal.y; //needs to be flipped to match projection matrix
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if (!params.z_flip) {
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normal.z = -normal.z;
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}
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float depth = texture(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 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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depth = (linear_depth * depth_fix) / params.z_far;
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gl_FragDepth = depth;
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}
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