diff options
Diffstat (limited to 'drivers/gles2/shaders/cube_to_dp.glsl')
-rw-r--r-- | drivers/gles2/shaders/cube_to_dp.glsl | 79 |
1 files changed, 79 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..5ffc78c0b9 --- /dev/null +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -0,0 +1,79 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +uniform highp samplerCube source_cube; //texunit:0 +in 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 = texture(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; +} + |