diff options
Diffstat (limited to 'drivers/gles2/shaders/cube_to_dp.glsl')
-rw-r--r-- | drivers/gles2/shaders/cube_to_dp.glsl | 100 |
1 files changed, 0 insertions, 100 deletions
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl deleted file mode 100644 index 1612ec3d5a..0000000000 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ /dev/null @@ -1,100 +0,0 @@ -/* 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; -} |