godot/drivers/gles2/shaders/copy.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

192 lines
4.3 KiB
GLSL

/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
/* clang-format on */
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
attribute vec3 cube_in; // attrib:4
#else
attribute vec2 uv_in; // attrib:4
#endif
attribute vec2 uv2_in; // attrib:5
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
varying vec2 uv_interp;
#endif
varying vec2 uv2_interp;
// These definitions are here because the shader-wrapper builder does
// not understand `#elif defined()`
#ifdef USE_DISPLAY_TRANSFORM
#endif
#ifdef USE_COPY_SECTION
uniform highp vec4 copy_section;
#elif defined(USE_DISPLAY_TRANSFORM)
uniform highp mat4 display_transform;
#endif
void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
#elif defined(USE_ASYM_PANO)
uv_interp = vertex_attrib.xy;
#else
uv_interp = uv_in;
#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
#elif defined(USE_DISPLAY_TRANSFORM)
uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
#endif
}
/* clang-format off */
[fragment]
#define M_PI 3.14159265359
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
varying vec3 cube_interp;
#else
varying vec2 uv_interp;
#endif
/* clang-format on */
#ifdef USE_ASYM_PANO
uniform highp mat4 pano_transform;
uniform highp vec4 asym_proj;
#endif
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
#else
uniform sampler2D source; // texunit:0
#endif
#ifdef SEP_CBCR_TEXTURE
uniform sampler2D CbCr; //texunit:1
#endif
varying vec2 uv2_interp;
#ifdef USE_MULTIPLIER
uniform float multiplier;
#endif
#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
uniform highp mat4 sky_transform;
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 texture2D(pano, st);
}
#endif
void main() {
#ifdef USE_PANORAMA
vec3 cube_normal = normalize(cube_interp);
cube_normal.z = -cube_normal.z;
cube_normal = mat3(sky_transform) * cube_normal;
cube_normal.z = -cube_normal.z;
vec4 color = texturePanorama(source, cube_normal);
#elif defined(USE_ASYM_PANO)
// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
// Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
vec3 cube_normal;
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
cube_normal.z = -cube_normal.z;
vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
#elif defined(SEP_CBCR_TEXTURE)
vec4 color;
color.r = texture2D(source, uv_interp).r;
color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5);
color.a = 1.0;
#else
vec4 color = texture2D(source, uv_interp);
#endif
#ifdef YCBCR_TO_RGB
// YCbCr -> RGB conversion
// Using BT.601, which is the standard for SDTV is provided as a reference
color.rgb = mat3(
vec3(1.00000, 1.00000, 1.00000),
vec3(0.00000, -0.34413, 1.77200),
vec3(1.40200, -0.71414, 0.00000)) *
color.rgb;
#endif
#ifdef USE_NO_ALPHA
color.a = 1.0;
#endif
#ifdef USE_CUSTOM_ALPHA
color.a = custom_alpha;
#endif
#ifdef USE_MULTIPLIER
color.rgb *= multiplier;
#endif
gl_FragColor = color;
}