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4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
80 lines
1.9 KiB
GLSL
80 lines
1.9 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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uniform highp samplerCube source_cube; //texunit:0
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/* clang-format on */
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in vec2 uv_interp;
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uniform bool z_flip;
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uniform highp float z_far;
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uniform highp float z_near;
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uniform highp float bias;
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void main() {
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highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
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/*
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if (z_flip) {
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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} else {
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normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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}
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*/
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//normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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//normal.xy *= 1.0 + normal.z;
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal = normalize(normal);
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/*
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normal.z = 0.5;
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normal = normalize(normal);
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*/
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if (!z_flip) {
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normal.z = -normal.z;
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}
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//normal = normalize(vec3(uv_interp * 2.0 - 1.0, 1.0));
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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
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vec3 unorm = abs(normal);
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if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
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// x code
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unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
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} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
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// y code
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unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
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} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
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// z code
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unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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} else {
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// oh-no we messed up code
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// has to be
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unorm = vec3(1.0, 0.0, 0.0);
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}
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float depth_fix = 1.0 / dot(normal, unorm);
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depth = 2.0 * depth - 1.0;
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float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
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gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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}
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