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										 |  |  | // Copyright 2016 Activision Publishing, Inc. | 
					
						
							|  |  |  | // | 
					
						
							|  |  |  | // Permission is hereby granted, free of charge, to any person obtaining | 
					
						
							|  |  |  | // a copy of this software and associated documentation files (the "Software"), | 
					
						
							|  |  |  | // to deal in the Software without restriction, including without limitation | 
					
						
							|  |  |  | // the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
					
						
							|  |  |  | // and/or sell copies of the Software, and to permit persons to whom the Software | 
					
						
							|  |  |  | // is furnished to do so, subject to the following conditions: | 
					
						
							|  |  |  | // | 
					
						
							|  |  |  | // The above copyright notice and this permission notice shall be included in all | 
					
						
							|  |  |  | // copies or substantial portions of the Software. | 
					
						
							|  |  |  | // | 
					
						
							|  |  |  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
					
						
							|  |  |  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
					
						
							|  |  |  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
					
						
							|  |  |  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
					
						
							|  |  |  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
					
						
							|  |  |  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | 
					
						
							|  |  |  | // SOFTWARE. | 
					
						
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 | 
					
						
							|  |  |  | /* clang-format off */ | 
					
						
							|  |  |  | #[vertex] | 
					
						
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 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
							|  |  |  | #VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | #include "cubemap_downsampler_inc.glsl" | 
					
						
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 | 
					
						
							|  |  |  | layout(location = 0) out vec2 uv_interp; | 
					
						
							|  |  |  | /* clang-format on */ | 
					
						
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 | 
					
						
							|  |  |  | void main() { | 
					
						
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										 |  |  | 	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); | 
					
						
							|  |  |  | 	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); | 
					
						
							|  |  |  | 	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 | 
					
						
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										 |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | /* clang-format off */ | 
					
						
							|  |  |  | #[fragment] | 
					
						
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 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
							|  |  |  | #VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | #include "cubemap_downsampler_inc.glsl" | 
					
						
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 | 
					
						
							|  |  |  | layout(set = 0, binding = 0) uniform samplerCube source_cubemap; | 
					
						
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 | 
					
						
							|  |  |  | layout(location = 0) in vec2 uv_interp; | 
					
						
							|  |  |  | layout(location = 0) out vec4 frag_color; | 
					
						
							|  |  |  | /* clang-format on */ | 
					
						
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 | 
					
						
							|  |  |  | void main() { | 
					
						
							|  |  |  | 	// Converted from compute shader which uses absolute coordinates. | 
					
						
							|  |  |  | 	// Could possibly simplify this | 
					
						
							|  |  |  | 	float face_size = float(params.face_size); | 
					
						
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										 |  |  | 	float inv_face_size = 1.0 / face_size; | 
					
						
							|  |  |  | 	vec2 id = floor(uv_interp); | 
					
						
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										 |  |  | 	float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0; | 
					
						
							|  |  |  | 	float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0; | 
					
						
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 | 
					
						
							|  |  |  | 	float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0; | 
					
						
							|  |  |  | 	float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0; | 
					
						
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							|  |  |  | 	float weights[4]; | 
					
						
							|  |  |  | 	weights[0] = calcWeight(u0, v0); | 
					
						
							|  |  |  | 	weights[1] = calcWeight(u1, v0); | 
					
						
							|  |  |  | 	weights[2] = calcWeight(u0, v1); | 
					
						
							|  |  |  | 	weights[3] = calcWeight(u1, v1); | 
					
						
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							|  |  |  | 	const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]); | 
					
						
							|  |  |  | 	for (int i = 0; i < 4; i++) { | 
					
						
							|  |  |  | 		weights[i] = weights[i] * wsum + .125; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	vec3 dir; | 
					
						
							|  |  |  | 	vec4 color; | 
					
						
							|  |  |  | 	switch (params.face_id) { | 
					
						
							|  |  |  | 		case 0: | 
					
						
							|  |  |  | 			get_dir_0(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_0(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_0(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_0(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case 1: | 
					
						
							|  |  |  | 			get_dir_1(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_1(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_1(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_1(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case 2: | 
					
						
							|  |  |  | 			get_dir_2(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_2(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_2(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_2(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case 3: | 
					
						
							|  |  |  | 			get_dir_3(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_3(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_3(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_3(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case 4: | 
					
						
							|  |  |  | 			get_dir_4(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_4(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_4(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_4(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		default: | 
					
						
							|  |  |  | 			get_dir_5(dir, u0, v0); | 
					
						
							|  |  |  | 			color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 			get_dir_5(dir, u1, v0); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 			get_dir_5(dir, u0, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 			get_dir_5(dir, u1, v1); | 
					
						
							|  |  |  | 			color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
							|  |  |  | 			break; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	frag_color = color; | 
					
						
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										 |  |  | } |