mirror of
https://github.com/godotengine/godot.git
synced 2025-12-08 06:09:55 +00:00
94 lines
3 KiB
GLSL
94 lines
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 "../oct_inc.glsl"
|
|
|
|
layout(push_constant, std430) uniform Params {
|
|
uint size;
|
|
}
|
|
params;
|
|
|
|
layout(location = 0) out vec2 uv_interp;
|
|
/* clang-format on */
|
|
|
|
void main() {
|
|
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
|
|
}
|
|
|
|
/* clang-format off */
|
|
#[fragment]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
#include "../oct_inc.glsl"
|
|
|
|
layout(push_constant, std430) uniform Params {
|
|
uint size;
|
|
}
|
|
params;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D source_octmap;
|
|
|
|
layout(location = 0) in vec2 uv_interp;
|
|
layout(location = 0) out vec4 frag_color;
|
|
/* clang-format on */
|
|
|
|
float calcWeight(float u, float v) {
|
|
float val = u * u + v * v + 1.0;
|
|
return val * sqrt(val);
|
|
}
|
|
|
|
void main() {
|
|
#ifdef USE_HIGH_QUALITY
|
|
float inv_size = 1.0 / float(params.size);
|
|
float u0 = (uv_interp.x * 2.0f - 0.75) * inv_size - 1.0f;
|
|
float u1 = (uv_interp.x * 2.0f + 0.75) * inv_size - 1.0f;
|
|
float v0 = (uv_interp.y * 2.0f - 0.75) * inv_size - 1.0f;
|
|
float v1 = (uv_interp.y * 2.0f + 0.75) * inv_size - 1.0f;
|
|
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 + 0.125;
|
|
}
|
|
|
|
frag_color = textureLod(source_octmap, vec2(u0, v0) * 0.5f + 0.5f, 0.0) * weights[0];
|
|
frag_color += textureLod(source_octmap, vec2(u1, v0) * 0.5f + 0.5f, 0.0) * weights[1];
|
|
frag_color += textureLod(source_octmap, vec2(u0, v1) * 0.5f + 0.5f, 0.0) * weights[2];
|
|
frag_color += textureLod(source_octmap, vec2(u1, v1) * 0.5f + 0.5f, 0.0) * weights[3];
|
|
#else
|
|
frag_color = textureLod(source_octmap, uv_interp, 0.0);
|
|
#endif
|
|
}
|