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c/shaders: Add equirect shader.
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5777d829c6
commit
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@ -6,6 +6,8 @@ spirv_shaders(SHADER_HEADERS
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shaders/mesh.vert
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shaders/layer.frag
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shaders/layer.vert
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shaders/equirect.vert
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shaders/equirect.frag
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)
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set(CLIENT_SOURCE_FILES)
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@ -138,6 +138,10 @@ struct comp_shaders
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{
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VkShaderModule mesh_vert;
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VkShaderModule mesh_frag;
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VkShaderModule equirect_vert;
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VkShaderModule equirect_frag;
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VkShaderModule layer_vert;
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VkShaderModule layer_frag;
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};
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@ -22,6 +22,8 @@
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#include "shaders/layer.frag.h"
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#include "shaders/layer.vert.h"
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#include "shaders/equirect.frag.h"
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#include "shaders/equirect.vert.h"
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#include "shaders/mesh.frag.h"
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#include "shaders/mesh.vert.h"
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@ -87,6 +89,15 @@ comp_shaders_load(struct vk_bundle *vk, struct comp_shaders *s)
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sizeof(shaders_mesh_frag), // size
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&s->mesh_frag)); // out
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C(shader_load(vk, // vk_bundle
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shaders_equirect_vert, // data
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sizeof(shaders_equirect_vert), // size
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&s->equirect_vert)); // out
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C(shader_load(vk, // vk_bundle
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shaders_equirect_frag, // data
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sizeof(shaders_equirect_frag), // size
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&s->equirect_frag)); // out
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C(shader_load(vk, // vk_bundle
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shaders_layer_vert, // data
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sizeof(shaders_layer_vert), // size
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@ -112,6 +123,8 @@ comp_shaders_close(struct vk_bundle *vk, struct comp_shaders *s)
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{
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D(mesh_vert);
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D(mesh_frag);
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D(equirect_vert);
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D(equirect_frag);
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D(layer_vert);
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D(layer_frag);
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68
src/xrt/compositor/shaders/equirect.frag
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68
src/xrt/compositor/shaders/equirect.frag
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@ -0,0 +1,68 @@
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// Copyright 2020 Collabora Ltd.
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// Author: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
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// SPDX-License-Identifier: BSL-1.0
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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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} ubo;
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layout (binding = 1) uniform sampler2D image;
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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 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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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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#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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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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#endif
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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 [-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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#ifdef DEBUG
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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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#endif
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}
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39
src/xrt/compositor/shaders/equirect.vert
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39
src/xrt/compositor/shaders/equirect.vert
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@ -0,0 +1,39 @@
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// Copyright 2020 Collabora Ltd.
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// Author: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
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// SPDX-License-Identifier: BSL-1.0
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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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} 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) out vec2 out_uv;
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out gl_PerVertex {
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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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);
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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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@ -2,7 +2,9 @@ shader_srcs = [
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'mesh.frag',
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'mesh.vert',
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'layer.vert',
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'layer.frag'
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'layer.frag',
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'equirect.vert',
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'equirect.frag'
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]
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shader_headers = []
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