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path: root/drivers/gles3/shaders/cube_to_dp.glsl
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Diffstat (limited to 'drivers/gles3/shaders/cube_to_dp.glsl')
-rw-r--r--drivers/gles3/shaders/cube_to_dp.glsl79
1 files changed, 0 insertions, 79 deletions
diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl
deleted file mode 100644
index 2b74f054f9..0000000000
--- a/drivers/gles3/shaders/cube_to_dp.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-/* clang-format off */
-[vertex]
-
-layout(location = 0) in highp vec4 vertex_attrib;
-/* clang-format on */
-layout(location = 4) in vec2 uv_in;
-
-out vec2 uv_interp;
-
-void main() {
-
- uv_interp = uv_in;
- gl_Position = vertex_attrib;
-}
-
-/* clang-format off */
-[fragment]
-
-uniform highp samplerCube source_cube; //texunit:0
-/* clang-format on */
-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;
-}