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path: root/drivers/gles2/shaders/cube_to_dp.glsl
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Diffstat (limited to 'drivers/gles2/shaders/cube_to_dp.glsl')
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl79
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;
+}
+