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https://gitlab.freedesktop.org/monado/monado.git
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c/shaders: Tidy and codestyle
This commit is contained in:
parent
0b9bf9c772
commit
08135b6365
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@ -4,6 +4,7 @@
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#version 460
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 2) uniform writeonly restrict image2D target;
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@ -15,6 +16,7 @@ layout(set = 0, binding = 3) uniform restrict Config
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mat4 transform[2];
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} data;
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void main()
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{
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uint ix = gl_GlobalInvocationID.x;
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@ -7,6 +7,7 @@
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#include "srgb.inc.glsl"
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform sampler2D source[2];
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@ -7,6 +7,7 @@
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#include "srgb.inc.glsl"
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform sampler2D source[2];
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@ -4,45 +4,48 @@
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#version 460
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layout (location = 0) in vec2 uv;
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layout (set = 0, binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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layout (set = 0, binding = 0, std140) uniform Transformation
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{
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} ubo;
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layout (set = 0, binding = 1) uniform sampler2D image;
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layout (set = 1, binding = 0, std140) uniform Equirect {
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vec2 scale;
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vec2 bias;
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float radius;
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layout (set = 1, binding = 0, std140) uniform Equirect
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{
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vec2 scale;
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vec2 bias;
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float radius;
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} equirect;
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layout (location = 0) in vec2 uv;
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layout (location = 0) out vec4 out_color;
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const float PI = 3.1416;
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void main ()
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{
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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vec2 frag_coord = vec2(uv_sub) * 2 - 1;
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vec2 frag_coord = vec2(uv_sub) * 2 - 1;
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vec4 view_dir = normalize(ubo.mvp * vec4(frag_coord.x, -frag_coord.y, 1, 1));
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vec4 view_dir = normalize(ubo.mvp * vec4(frag_coord.x, -frag_coord.y, 1, 1));
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float lat = atan(view_dir.x, -view_dir.z) / (2 * PI);
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float lon = acos(view_dir.y) / PI;
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float lat = atan(view_dir.x, -view_dir.z) / (2 * PI);
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float lon = acos(view_dir.y) / PI;
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lat *= equirect.scale.x;
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lon *= equirect.scale.y;
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lat *= equirect.scale.x;
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lon *= equirect.scale.y;
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lat += equirect.bias.x;
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lon += equirect.bias.y;
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lat += equirect.bias.x;
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lon += equirect.bias.y;
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out_color = texture(image, vec2(lat, lon));
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out_color = texture(image, vec2(lat, lon));
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}
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@ -5,35 +5,34 @@
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#version 460
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layout (binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} transformation;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) out vec2 out_uv;
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out gl_PerVertex {
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vec4 gl_Position;
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vec4 gl_Position;
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};
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const mat4 mvp = mat4(
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2, 0, 0, 0,
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0, 2, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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2, 0, 0, 0,
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0, 2, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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void main() {
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gl_Position = mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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void main()
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{
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gl_Position = mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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}
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@ -4,73 +4,76 @@
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#version 460
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layout (location = 0) in vec2 uv;
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layout (set = 0, binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} ubo;
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layout (set = 0, binding = 1) uniform sampler2D image;
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layout (set = 1, binding = 0, std140) uniform Equirect {
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float radius;
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float central_horizontal_angle;
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float upper_vertical_angle;
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float lower_vertical_angle;
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float radius;
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float central_horizontal_angle;
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float upper_vertical_angle;
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float lower_vertical_angle;
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} equirect;
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layout (location = 0) in vec2 uv;
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layout (location = 0) out vec4 out_color;
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const float PI = 3.1416;
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// #define DEBUG 1
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void main ()
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{
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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vec2 frag_coord = vec2(uv_sub) * 2 - 1;
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vec2 frag_coord = vec2(uv_sub) * 2 - 1;
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vec4 view_dir = normalize(ubo.mvp * vec4(frag_coord.x, -frag_coord.y, 1, 1));
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vec4 view_dir = normalize(ubo.mvp * vec4(frag_coord.x, -frag_coord.y, 1, 1));
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float lat = atan(view_dir.x, -view_dir.z) / (2 * PI);
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float lon = acos(view_dir.y) / PI;
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float lat = atan(view_dir.x, -view_dir.z) / (2 * PI);
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float lon = acos(view_dir.y) / PI;
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#undef DEBUG
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#ifdef DEBUG
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int lat_int = int(lat * 1000.0);
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int lon_int = int(lon * 1000.0);
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int lat_int = int(lat * 1000.0);
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int lon_int = int(lon * 1000.0);
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if (lat < 0.001 && lat > -0.001)
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out_color = vec4(1, 0, 0, 1);
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else if (lat_int % 50 == 0)
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out_color = vec4(1, 1, 1, 1);
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else if (lon_int % 50 == 0)
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out_color = vec4(1, 1, 1, 1);
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else
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out_color = vec4(lat, lon, 0, 1);
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if (lat < 0.001 && lat > -0.001) {
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out_color = vec4(1, 0, 0, 1);
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} else if (lat_int % 50 == 0) {
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out_color = vec4(1, 1, 1, 1);
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} else if (lon_int % 50 == 0) {
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out_color = vec4(1, 1, 1, 1);
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} else {
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out_color = vec4(lat, lon, 0, 1);
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}
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#endif
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float chan = equirect.central_horizontal_angle / (PI * 2.0f);
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float chan = equirect.central_horizontal_angle / (PI * 2.0f);
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// Normalize [0, 2π] to [0, 1]
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float uhan = chan / 2.0f;
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float lhan = -chan / 2.0f;
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// Normalize [0, 2π] to [0, 1]
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float uhan = chan / 2.0f;
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float lhan = -chan / 2.0f;
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// Normalize [-π/2, π/2] to [0, 1]
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float uvan = equirect.upper_vertical_angle / PI + 0.5f;
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float lvan = equirect.lower_vertical_angle / PI + 0.5f;
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// Normalize [-π/2, π/2] to [0, 1]
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float uvan = equirect.upper_vertical_angle / PI + 0.5f;
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float lvan = equirect.lower_vertical_angle / PI + 0.5f;
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if (lon < uvan && lon > lvan && lat < uhan && lat > lhan) {
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if (lon < uvan && lon > lvan && lat < uhan && lat > lhan)
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#ifdef DEBUG
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out_color += texture(image, vec2(lat, lon)) / 2.0;
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out_color += texture(image, vec2(lat, lon)) / 2.0;
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#else
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out_color = texture(image, vec2(lat, lon));
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else
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out_color = vec4(0, 0, 0, 0);
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out_color = texture(image, vec2(lat, lon));
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} else {
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out_color = vec4(0, 0, 0, 0);
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}
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#endif
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}
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@ -4,36 +4,38 @@
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#version 460
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layout (binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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layout (binding = 0, std140) uniform Transformation
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{
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} transformation;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) out vec2 out_uv;
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out gl_PerVertex {
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vec4 gl_Position;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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const mat4 mvp = mat4(
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2, 0, 0, 0,
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0, 2, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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2, 0, 0, 0,
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0, 2, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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void main() {
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gl_Position = mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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void main() {
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gl_Position = mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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}
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@ -4,22 +4,24 @@
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#version 460
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layout (location = 0) in vec2 uv;
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layout (binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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layout (binding = 0, std140) uniform Transformation
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{
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} ubo;
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layout (binding = 1) uniform sampler2D image;
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layout (location = 0) in vec2 uv;
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layout (location = 0) out vec4 out_color;
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void main ()
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{
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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out_color = texture(image, uv_sub);
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vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
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uv_sub /= textureSize(image, 0);
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out_color = texture(image, uv_sub);
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}
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@ -4,29 +4,31 @@
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#version 460
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layout (binding = 0, std140) uniform Transformation {
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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layout (binding = 0, std140) uniform Transformation
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{
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mat4 mvp;
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ivec2 offset;
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ivec2 extent;
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bool flip_y;
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} transformation;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 0) out vec2 out_uv;
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out gl_PerVertex {
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vec4 gl_Position;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main() {
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gl_Position = transformation.mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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void main() {
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gl_Position = transformation.mvp * vec4 (position, 1.0f);
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gl_Position.y = -gl_Position.y;
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out_uv = uv;
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if (transformation.flip_y) {
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out_uv.y = 1.0 - out_uv.y;
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}
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}
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@ -9,6 +9,7 @@
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#version 450
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layout (binding = 0) uniform sampler2D tex_sampler;
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layout (location = 0) in vec2 in_ruv;
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float g = texture(tex_sampler, in_guv).y;
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float b = texture(tex_sampler, in_buv).z;
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out_color = vec4(r, g, b, 1.0);
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out_color = vec4(r, g, b, 1.0);
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}
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#version 450
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layout (binding = 1, std140) uniform ubo
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{
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vec4 vertex_rot;
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