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https://git.code.sf.net/p/quake/quakeforge
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31 lines
729 B
GLSL
31 lines
729 B
GLSL
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) uniform samplerCube Input;
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layout (push_constant) uniform PushConstants {
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float fov;
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float aspect;
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};
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layout (location = 0) in vec2 uv;
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layout (location = 0) out vec4 frag_color;
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void
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main ()
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{
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// slight offset on y is to avoid the singularity straight ahead
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vec2 xy = (2.0 * uv - vec2 (1, 1.00002)) * (vec2(1, -aspect));
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float r = sqrt (dot (xy, xy));
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vec2 cs = vec2 (cos (r * fov), sin (r * fov));
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vec3 dir = vec3 (cs.y * xy / r, cs.x);
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vec4 c = texture (Input, dir);
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frag_color = c;// * 0.001 + vec4(dir, 1);
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}
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