#[vertex] #version 450 VERSION_DEFINES layout(location = 0) out vec2 uv_interp; layout(push_constant, binding = 1, std430) uniform Params { vec4 section; vec2 pixel_size; bool flip_y; bool use_section; bool force_luminance; uint pad[3]; } params; 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]; vec2 vpos = uv_interp; if (params.use_section) { vpos = params.section.xy + vpos * params.section.zw; } gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0); if (params.flip_y) { uv_interp.y = 1.0 - uv_interp.y; } } #[fragment] #version 450 VERSION_DEFINES layout(push_constant, binding = 1, std430) uniform Params { vec4 section; vec2 pixel_size; bool flip_y; bool use_section; bool force_luminance; bool alpha_to_zero; uint pad[2]; } params; layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D source_color; layout(location = 0) out vec4 frag_color; void main() { vec2 uv = uv_interp; #ifdef MODE_PANORAMA_TO_DP //obtain normal from dual paraboloid uv #define M_PI 3.14159265359 float side; uv.y = modf(uv.y * 2.0, side); side = side * 2.0 - 1.0; vec3 normal = vec3(uv * 2.0 - 1.0, 0.0); normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); normal *= -side; normal = normalize(normal); //now convert normal to panorama uv vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y)); if (st.x < 0.0) { st.x += M_PI * 2.0; } uv = st / vec2(M_PI * 2.0, M_PI); if (side < 0.0) { //uv.y = 1.0 - uv.y; uv = 1.0 - uv; } #endif vec4 color = textureLod(source_color, uv, 0.0); if (params.force_luminance) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } if (params.alpha_to_zero) { color.rgb *= color.a; } frag_color = color; }