/* clang-format off */ [vertex] #version 450 VERSION_DEFINES layout(location = 0) out vec2 uv_interp; /* clang-format on */ layout(push_constant, binding = 1, std430) uniform Params { mat3 orientation; vec4 proj; float multiplier; float alpha; float depth; float pad; } params; void main() { vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp, params.depth, 1.0); } /* clang-format off */ [fragment] #version 450 VERSION_DEFINES #define M_PI 3.14159265359 layout(location = 0) in vec2 uv_interp; /* clang-format on */ layout(set = 0, binding = 0) uniform sampler2D source_panorama; layout(push_constant, binding = 1, std430) uniform Params { mat3 orientation; vec4 proj; float multiplier; float alpha; float depth; float pad; } params; vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y)); if (st.x < 0.0) st.x += M_PI * 2.0; st /= vec2(M_PI * 2.0, M_PI); return texture(pano, st); } layout(location = 0) out vec4 frag_color; void main() { vec3 cube_normal; cube_normal.z = -1000000.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y; cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w; cube_normal = mat3(params.orientation) * cube_normal; cube_normal.z = -cube_normal.z; frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb; frag_color.a = params.alpha; }