#[vertex] #version 450 #VERSION_DEFINES layout(push_constant, binding = 1, std430) uniform Params { float z_far; float z_near; vec2 texel_size; vec4 screen_rect; } params; layout(location = 0) out vec2 uv_interp; 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]; vec2 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy; gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0); } #[fragment] #version 450 #VERSION_DEFINES layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform samplerCube source_cube; layout(push_constant, binding = 1, std430) uniform Params { float z_far; float z_near; vec2 texel_size; vec4 screen_rect; } params; void main() { vec2 uv = uv_interp; vec2 texel_size = abs(params.texel_size); uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0)); vec3 normal = vec3(uv * 2.0 - 1.0, 0.0); normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2) normal = normalize(normal); normal.y = -normal.y; //needs to be flipped to match projection matrix if (params.texel_size.x >= 0.0) { // Sign is used to encode Z flip normal.z = -normal.z; } float depth = texture(source_cube, normal).r; // absolute values for direction cosines, bigger value equals closer to basis axis vec3 unorm = abs(normal); if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { // x code unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { // y code unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { // z code unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); } else { // oh-no we messed up code // has to be unorm = vec3(1.0, 0.0, 0.0); } float depth_fix = 1.0 / dot(normal, unorm); depth = 2.0 * depth - 1.0; float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); depth = (linear_depth * depth_fix) / params.z_far; gl_FragDepth = depth; }