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80 lines
1.8 KiB
GLSL
80 lines
1.8 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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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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[fragment]
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uniform highp samplerCube source_cube; //texunit:0
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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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