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path: root/drivers/gles3/shaders/copy.glsl
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-rw-r--r--drivers/gles3/shaders/copy.glsl193
1 files changed, 193 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
new file mode 100644
index 0000000000..598c6fd614
--- /dev/null
+++ b/drivers/gles3/shaders/copy.glsl
@@ -0,0 +1,193 @@
+/* clang-format off */
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+layout(location = 0) highp vec4 vertex_attrib;
+/* clang-format on */
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+layout(location = 4) vec3 cube_in;
+#else
+layout(location = 4) vec2 uv_in;
+#endif
+
+layout(location = 5) vec2 uv2_in;
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+out vec3 cube_interp;
+#else
+out vec2 uv_interp;
+#endif
+out vec2 uv2_interp;
+
+// These definitions are here because the shader-wrapper builder does
+// not understand `#elif defined()`
+#ifdef USE_DISPLAY_TRANSFORM
+#endif
+
+#ifdef USE_COPY_SECTION
+uniform highp vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+uniform highp mat4 display_transform;
+#endif
+
+void main() {
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+ cube_interp = cube_in;
+#elif defined(USE_ASYM_PANO)
+ uv_interp = vertex_attrib.xy;
+#else
+ uv_interp = uv_in;
+#endif
+
+ uv2_interp = uv2_in;
+ gl_Position = vertex_attrib;
+
+#ifdef USE_COPY_SECTION
+ uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+ gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#elif defined(USE_DISPLAY_TRANSFORM)
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
+#endif
+}
+
+/* clang-format off */
+[fragment]
+
+#define M_PI 3.14159265359
+
+#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
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+in vec3 cube_interp;
+#else
+in vec2 uv_interp;
+#endif
+/* clang-format on */
+
+#ifdef USE_ASYM_PANO
+uniform highp mat4 pano_transform;
+uniform highp vec4 asym_proj;
+#endif
+
+#ifdef USE_CUBEMAP
+uniform samplerCube source_cube; // texunit:0
+#else
+uniform sampler2D source; // texunit:0
+#endif
+
+#ifdef SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
+in vec2 uv2_interp;
+
+#ifdef USE_MULTIPLIER
+uniform float multiplier;
+#endif
+
+#ifdef USE_CUSTOM_ALPHA
+uniform float custom_alpha;
+#endif
+
+#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
+uniform highp mat4 sky_transform;
+
+vec4 texturePanorama(sampler2D pano, vec3 normal) {
+ vec2 st = vec2(
+ atan(normal.x, normal.z),
+ acos(normal.y));
+
+ if (st.x < 0.0)
+ st.x += M_PI * 2.0;
+
+ st /= vec2(M_PI * 2.0, M_PI);
+
+ return texture(pano, st);
+}
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+#ifdef USE_PANORAMA
+
+ vec3 cube_normal = normalize(cube_interp);
+ cube_normal.z = -cube_normal.z;
+ cube_normal = mat3(sky_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, cube_normal);
+
+#elif defined(USE_ASYM_PANO)
+
+ // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
+ // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
+
+ vec3 cube_normal;
+ cube_normal.z = -1.0;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
+ cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
+ cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
+
+#elif defined(USE_CUBEMAP)
+ vec4 color = textureCube(source_cube, normalize(cube_interp));
+#elif defined(SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = texture(source, uv_interp).r;
+ color.gb = texture(CbCr, uv_interp).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
+#else
+ vec4 color = texture(source, uv_interp);
+#endif
+
+#ifdef YCBCR_TO_RGB
+ // YCbCr -> RGB conversion
+
+ // Using BT.601, which is the standard for SDTV is provided as a reference
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.34413, 1.77200),
+ vec3(1.40200, -0.71414, 0.00000)) *
+ color.rgb;
+#endif
+
+#ifdef USE_NO_ALPHA
+ color.a = 1.0;
+#endif
+
+#ifdef USE_CUSTOM_ALPHA
+ color.a = custom_alpha;
+#endif
+
+#ifdef USE_MULTIPLIER
+ color.rgb *= multiplier;
+#endif
+
+ frag_color = color;
+}