diff options
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/copy.glsl')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/copy.glsl | 86 |
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 -} |