layout(push_constant, binding = 1, std430) uniform Params { uint face_size; uint face_id; // only used in raster shader } params; #define M_PI 3.14159265359 void get_dir_0(out vec3 dir, in float u, in float v) { dir[0] = 1.0; dir[1] = v; dir[2] = -u; } void get_dir_1(out vec3 dir, in float u, in float v) { dir[0] = -1.0; dir[1] = v; dir[2] = u; } void get_dir_2(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = 1.0; dir[2] = -v; } void get_dir_3(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = -1.0; dir[2] = v; } void get_dir_4(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = v; dir[2] = 1.0; } void get_dir_5(out vec3 dir, in float u, in float v) { dir[0] = -u; dir[1] = v; dir[2] = -1.0; } float calcWeight(float u, float v) { float val = u * u + v * v + 1.0; return val * sqrt(val); }