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										 |  |  | #[vertex] | 
					
						
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							|  |  |  | #version 450 | 
					
						
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										 |  |  | #VERSION_DEFINES | 
					
						
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										 |  |  | layout(push_constant, binding = 1, std430) uniform Params { | 
					
						
							|  |  |  | 	float z_far; | 
					
						
							|  |  |  | 	float z_near; | 
					
						
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										 |  |  | 	vec2 texel_size; | 
					
						
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										 |  |  | 	vec4 screen_rect; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
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 | 
					
						
							|  |  |  | layout(location = 0) out vec2 uv_interp; | 
					
						
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 | 
					
						
							|  |  |  | 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); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | #[fragment] | 
					
						
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 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
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										 |  |  | #VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | layout(location = 0) in vec2 uv_interp; | 
					
						
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 | 
					
						
							|  |  |  | layout(set = 0, binding = 0) uniform samplerCube source_cube; | 
					
						
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 | 
					
						
							|  |  |  | layout(push_constant, binding = 1, std430) uniform Params { | 
					
						
							|  |  |  | 	float z_far; | 
					
						
							|  |  |  | 	float z_near; | 
					
						
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										 |  |  | 	vec2 texel_size; | 
					
						
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										 |  |  | 	vec4 screen_rect; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
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							|  |  |  | void main() { | 
					
						
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										 |  |  | 	vec2 uv = uv_interp; | 
					
						
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										 |  |  | 	vec2 texel_size = abs(params.texel_size); | 
					
						
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										 |  |  | 	uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0)); | 
					
						
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										 |  |  | 	vec3 normal = vec3(uv * 2.0 - 1.0, 0.0); | 
					
						
							|  |  |  | 	normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2) | 
					
						
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										 |  |  | 	normal = normalize(normal); | 
					
						
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							|  |  |  | 	normal.y = -normal.y; //needs to be flipped to match projection matrix | 
					
						
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										 |  |  | 	if (params.texel_size.x >= 0.0) { // Sign is used to encode Z flip | 
					
						
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										 |  |  | 		normal.z = -normal.z; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	float depth = texture(source_cube, normal).r; | 
					
						
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							|  |  |  | 	// absolute values for direction cosines, bigger value equals closer to basis axis | 
					
						
							|  |  |  | 	vec3 unorm = abs(normal); | 
					
						
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							|  |  |  | 	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); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	float depth_fix = 1.0 / dot(normal, unorm); | 
					
						
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							|  |  |  | 	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; | 
					
						
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										 |  |  | 	gl_FragDepth = depth; | 
					
						
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										 |  |  | } |