godot/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl

164 lines
5.3 KiB
GLSL

// Copyright 2016 Activision Publishing, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the Software
// is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
#include "cubemap_downsampler_inc.glsl"
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
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] * float(params.face_size);
gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
#include "cubemap_downsampler_inc.glsl"
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(location = 0) in vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
/* clang-format on */
void main() {
// Converted from compute shader which uses absolute coordinates.
// Could possibly simplify this
float face_size = float(params.face_size);
if (uv_interp.x < face_size && uv_interp.y < face_size) {
float inv_face_size = 1.0 / face_size;
float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
float weights[4];
weights[0] = calcWeight(u0, v0);
weights[1] = calcWeight(u1, v0);
weights[2] = calcWeight(u0, v1);
weights[3] = calcWeight(u1, v1);
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
for (int i = 0; i < 4; i++) {
weights[i] = weights[i] * wsum + .125;
}
vec3 dir;
vec4 color;
switch (params.face_id) {
case 0:
get_dir_0(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_0(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_0(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_0(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 1:
get_dir_1(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_1(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_1(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_1(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 2:
get_dir_2(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_2(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_2(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_2(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 3:
get_dir_3(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_3(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_3(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_3(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 4:
get_dir_4(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_4(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_4(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_4(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
default:
get_dir_5(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_5(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_5(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_5(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
}
frag_color = color;
}
}