[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; }