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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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										 |  |  | #[compute] | 
					
						
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							|  |  |  | #version 450 | 
					
						
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										 |  |  | #VERSION_DEFINES | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #define BLOCK_SIZE 8 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(set = 0, binding = 0) uniform samplerCube source_cubemap; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(push_constant, binding = 1, std430) uniform Params { | 
					
						
							|  |  |  | 	uint face_size; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void get_dir_1(out vec3 dir, in float u, in float v) { | 
					
						
							|  |  |  | 	dir[0] = -1.0; | 
					
						
							|  |  |  | 	dir[1] = v; | 
					
						
							|  |  |  | 	dir[2] = u; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void get_dir_2(out vec3 dir, in float u, in float v) { | 
					
						
							|  |  |  | 	dir[0] = u; | 
					
						
							|  |  |  | 	dir[1] = 1.0; | 
					
						
							|  |  |  | 	dir[2] = -v; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void get_dir_3(out vec3 dir, in float u, in float v) { | 
					
						
							|  |  |  | 	dir[0] = u; | 
					
						
							|  |  |  | 	dir[1] = -1.0; | 
					
						
							|  |  |  | 	dir[2] = v; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void get_dir_4(out vec3 dir, in float u, in float v) { | 
					
						
							|  |  |  | 	dir[0] = u; | 
					
						
							|  |  |  | 	dir[1] = v; | 
					
						
							|  |  |  | 	dir[2] = 1.0; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void get_dir_5(out vec3 dir, in float u, in float v) { | 
					
						
							|  |  |  | 	dir[0] = -u; | 
					
						
							|  |  |  | 	dir[1] = v; | 
					
						
							|  |  |  | 	dir[2] = -1.0; | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | float calcWeight(float u, float v) { | 
					
						
							|  |  |  | 	float val = u * u + v * v + 1.0; | 
					
						
							|  |  |  | 	return val * sqrt(val); | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | void main() { | 
					
						
							|  |  |  | 	uvec3 id = gl_GlobalInvocationID; | 
					
						
							|  |  |  | 	uint face_size = params.face_size; | 
					
						
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 | 
					
						
							|  |  |  | 	if (id.x < face_size && id.y < face_size) { | 
					
						
							|  |  |  | 		float inv_face_size = 1.0 / float(face_size); | 
					
						
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							|  |  |  | 		float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0; | 
					
						
							|  |  |  | 		float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0; | 
					
						
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							|  |  |  | 		float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0; | 
					
						
							|  |  |  | 		float v1 = (float(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 (id.z) { | 
					
						
							|  |  |  | 			case 0: | 
					
						
							|  |  |  | 				get_dir_0(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_0(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_0(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_0(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case 1: | 
					
						
							|  |  |  | 				get_dir_1(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_1(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_1(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_1(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case 2: | 
					
						
							|  |  |  | 				get_dir_2(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_2(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_2(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_2(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case 3: | 
					
						
							|  |  |  | 				get_dir_3(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_3(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_3(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_3(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case 4: | 
					
						
							|  |  |  | 				get_dir_4(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_4(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_4(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_4(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			default: | 
					
						
							|  |  |  | 				get_dir_5(dir, u0, v0); | 
					
						
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										 |  |  | 				color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; | 
					
						
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							|  |  |  | 				get_dir_5(dir, u1, v0); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; | 
					
						
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							|  |  |  | 				get_dir_5(dir, u0, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; | 
					
						
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							|  |  |  | 				get_dir_5(dir, u1, v1); | 
					
						
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										 |  |  | 				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		imageStore(dest_cubemap, ivec3(id), color); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | } |