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authorlawnjelly <lawnjelly@gmail.com>2020-11-18 18:11:30 +0000
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-10-30 02:05:48 +0200
commite3491a37445014cc3527d6f2c1467063222b2dd8 (patch)
tree7f8250aee66fbc382040f0c843a91a5f85238d45 /drivers/gles2/shaders/cube_to_dp.glsl
parentd046817536a21358f9c51bf5b932d0a6615ee76a (diff)
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
Diffstat (limited to 'drivers/gles2/shaders/cube_to_dp.glsl')
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl100
1 files changed, 100 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..1612ec3d5a
--- /dev/null
+++ b/drivers/gles2/shaders/cube_to_dp.glsl
@@ -0,0 +1,100 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+attribute highp vec4 vertex_attrib; // attrib:0
+/* clang-format on */
+attribute vec2 uv_in; // attrib:4
+
+varying vec2 uv_interp;
+
+void main() {
+ uv_interp = uv_in;
+ gl_Position = vertex_attrib;
+}
+
+/* clang-format off */
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
+varying vec2 uv_interp;
+
+uniform bool z_flip;
+uniform highp float z_far;
+uniform highp float z_near;
+uniform highp float bias;
+
+void main() {
+ highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+ /*
+ if (z_flip) {
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ } else {
+ normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ }
+ */
+
+ //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ //normal.xy *= 1.0 + normal.z;
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+ /*
+ normal.z = 0.5;
+ normal = normalize(normal);
+ */
+
+ if (!z_flip) {
+ normal.z = -normal.z;
+ }
+
+ //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
+ float depth = textureCube(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
+ gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
+}