summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
blob: dfbce29119cf50a91d4a06aa1228f761eb5d37b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
#[vertex]

#version 450

#VERSION_DEFINES

layout(push_constant, binding = 1, std430) uniform Params {
	float z_far;
	float z_near;
	bool z_flip;
	uint pad;
	vec4 screen_rect;
}
params;

layout(location = 0) out vec2 uv_interp;

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 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
	gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
}

#[fragment]

#version 450

#VERSION_DEFINES

layout(location = 0) in vec2 uv_interp;

layout(set = 0, binding = 0) uniform samplerCube source_cube;

layout(push_constant, binding = 1, std430) uniform Params {
	float z_far;
	float z_near;
	bool z_flip;
	uint pad;
	vec4 screen_rect;
}
params;

void main() {
	vec2 uv = uv_interp;

	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 = 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 = (linear_depth * depth_fix) / params.z_far;

	gl_FragDepth = depth;
}