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-rw-r--r--servers/visual/rasterizer_rd/shaders/copy.glsl86
1 files changed, 0 insertions, 86 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/copy.glsl b/servers/visual/rasterizer_rd/shaders/copy.glsl
deleted file mode 100644
index cbb9b546a3..0000000000
--- a/servers/visual/rasterizer_rd/shaders/copy.glsl
+++ /dev/null
@@ -1,86 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
-
-void main() {
-
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
-
-#ifdef MODE_CUBE_TO_DP
-
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
-
-layout(push_constant, binding = 0, std430) uniform Params {
- float bias;
- float z_far;
- float z_near;
- bool z_flip;
-}
-params;
-
-layout(location = 0) out float depth_buffer;
-
-#endif
-
-void main() {
-
-#ifdef MODE_CUBE_TO_DP
-
- vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
-
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
-
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
- }
-
- 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 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
-
-#endif
-}