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path: root/servers/visual/rasterizer_rd/shaders/sky.glsl
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/* clang-format off */
[vertex]
/* clang-format on */

#version 450

/* clang-format off */
VERSION_DEFINES
/* clang-format on */

layout(location =0) out vec2 uv_interp;

layout(push_constant, binding = 1, std430) uniform Params {
	mat3 orientation;
	vec4 proj;
	float multiplier;
	float alpha;
	float depth;
	float pad;

} params;

void main() {

	vec2 base_arr[4] = vec2[](vec2(-1.0,-1.0),vec2(-1.0,1.0),vec2(1.0,1.0),vec2(1.0,-1.0));
	uv_interp = base_arr[gl_VertexIndex];
	gl_Position = vec4(uv_interp,params.depth,1.0);

}

/* clang-format off */
[fragment]
/* clang-format on */

#version 450

/* clang-format off */
VERSION_DEFINES
/* clang-format on */

#define M_PI 3.14159265359

layout(location =0) in vec2 uv_interp;

layout( set=0, binding=0 ) uniform sampler2D source_panorama;


layout(push_constant, binding = 1, std430) uniform Params {
	mat3 orientation;
	vec4 proj;
	float multiplier;
	float alpha;
	float depth;
	float pad;

} params;


vec4 texturePanorama(sampler2D pano, vec3 normal) {

	vec2 st = vec2(
			atan(normal.x, normal.z),
			acos(normal.y));

	if (st.x < 0.0)
		st.x += M_PI * 2.0;

	st /= vec2(M_PI * 2.0, M_PI);

	return texture(pano, st);
}


layout(location = 0) out vec4 frag_color;


void main() {

	vec3 cube_normal;
	cube_normal.z = -1000000.0;
	cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
	cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
	cube_normal = mat3(params.orientation) * cube_normal;
	cube_normal.z = -cube_normal.z;

	frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
	frag_color.a = params.alpha;

}