Environment map shaders

This commit is contained in:
Lubos Lenco 2015-11-25 01:39:10 +01:00
parent d56ff3c4b8
commit 593a0623ab
2 changed files with 93 additions and 0 deletions

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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.1415926
#define TwoPI (2.0 * PI)
uniform sampler2D envmap;
varying vec3 wcNormal;
vec2 envMapEquirect(vec3 wcNormal, float flipEnvMap) {
float phi = acos(wcNormal.z);
float theta = atan(flipEnvMap * wcNormal.x, wcNormal.y) + PI;
return vec2(theta / TwoPI, phi / PI);
}
void kore() {
vec3 N = normalize(wcNormal);
gl_FragColor = texture2D(envmap, envMapEquirect(N, -1.0));
}

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#ifdef GL_ES
precision highp float;
#endif
uniform mat4 V;
uniform mat4 P;
attribute vec2 pos;
varying vec3 wcNormal;
mat4 inverse(mat4 m) {
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
}
mat3 transpose(mat3 m) {
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void kore() {
mat4 invP = inverse(P);
mat3 invMV = transpose(mat3(V));
vec4 p = vec4(pos.xy, 0.0, 1.0);
vec3 unprojected = (invP * p).xyz;
wcNormal = invMV * unprojected;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}