mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-03 23:21:15 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			163 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
// 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.
 | 
						|
 | 
						|
/* clang-format off */
 | 
						|
#[vertex]
 | 
						|
 | 
						|
#version 450
 | 
						|
 | 
						|
#VERSION_DEFINES
 | 
						|
 | 
						|
#include "cubemap_downsampler_inc.glsl"
 | 
						|
 | 
						|
layout(location = 0) out vec2 uv_interp;
 | 
						|
/* clang-format on */
 | 
						|
 | 
						|
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] * float(params.face_size);
 | 
						|
	gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
 | 
						|
}
 | 
						|
 | 
						|
/* clang-format off */
 | 
						|
#[fragment]
 | 
						|
 | 
						|
#version 450
 | 
						|
 | 
						|
#VERSION_DEFINES
 | 
						|
 | 
						|
#include "cubemap_downsampler_inc.glsl"
 | 
						|
 | 
						|
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
 | 
						|
 | 
						|
layout(location = 0) in vec2 uv_interp;
 | 
						|
layout(location = 0) out vec4 frag_color;
 | 
						|
/* clang-format on */
 | 
						|
 | 
						|
void main() {
 | 
						|
	// Converted from compute shader which uses absolute coordinates.
 | 
						|
	// Could possibly simplify this
 | 
						|
	float face_size = float(params.face_size);
 | 
						|
 | 
						|
	if (uv_interp.x < face_size && uv_interp.y < face_size) {
 | 
						|
		float inv_face_size = 1.0 / face_size;
 | 
						|
 | 
						|
		float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
 | 
						|
		float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
 | 
						|
 | 
						|
		float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
 | 
						|
		float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
 | 
						|
 | 
						|
		float weights[4];
 | 
						|
		weights[0] = calcWeight(u0, v0);
 | 
						|
		weights[1] = calcWeight(u1, v0);
 | 
						|
		weights[2] = calcWeight(u0, v1);
 | 
						|
		weights[3] = calcWeight(u1, v1);
 | 
						|
 | 
						|
		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;
 | 
						|
		}
 | 
						|
 | 
						|
		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];
 | 
						|
 | 
						|
				get_dir_0(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_0(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				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];
 | 
						|
 | 
						|
				get_dir_1(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_1(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				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];
 | 
						|
 | 
						|
				get_dir_2(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_2(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				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];
 | 
						|
 | 
						|
				get_dir_3(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_3(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				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];
 | 
						|
 | 
						|
				get_dir_4(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_4(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				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];
 | 
						|
 | 
						|
				get_dir_5(dir, u1, v0);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
 | 
						|
 | 
						|
				get_dir_5(dir, u0, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
 | 
						|
 | 
						|
				get_dir_5(dir, u1, v1);
 | 
						|
				color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
 | 
						|
				break;
 | 
						|
		}
 | 
						|
		frag_color = color;
 | 
						|
	}
 | 
						|
}
 |