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https://gitlab.freedesktop.org/monado/monado.git
synced 2024-12-28 02:26:16 +00:00
c/render: Remove old layer render shaders
This commit is contained in:
parent
2245811d1e
commit
d0617c04d5
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@ -93,8 +93,6 @@ if(XRT_HAVE_VULKAN)
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shaders/layer.comp
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shaders/mesh.frag
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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/layer_cylinder.frag
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shaders/layer_cylinder.vert
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shaders/layer_equirect2.frag
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@ -102,14 +100,7 @@ if(XRT_HAVE_VULKAN)
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shaders/layer_projection.vert
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shaders/layer_quad.vert
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shaders/layer_shared.frag
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shaders/equirect1.vert
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shaders/equirect1.frag
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shaders/equirect2.vert
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shaders/equirect2.frag
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)
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if(XRT_FEATURE_OPENXR_LAYER_CUBE)
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list(APPEND SHADERS shaders/cube.vert shaders/cube.frag)
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endif()
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spirv_shaders(
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SHADER_HEADERS
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@ -139,17 +139,6 @@ struct render_shaders
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VkShaderModule mesh_vert;
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VkShaderModule mesh_frag;
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VkShaderModule equirect1_vert;
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VkShaderModule equirect1_frag;
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VkShaderModule equirect2_vert;
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VkShaderModule equirect2_frag;
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VkShaderModule cube_vert;
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VkShaderModule cube_frag;
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VkShaderModule layer_vert;
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VkShaderModule layer_frag;
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/*
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* New layer renderer.
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@ -30,12 +30,6 @@
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#include "shaders/clear.comp.h"
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#include "shaders/layer.comp.h"
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#include "shaders/distortion.comp.h"
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#include "shaders/layer.frag.h"
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#include "shaders/layer.vert.h"
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#include "shaders/equirect1.frag.h"
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#include "shaders/equirect1.vert.h"
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#include "shaders/equirect2.frag.h"
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#include "shaders/equirect2.vert.h"
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#include "shaders/layer_cylinder.frag.h"
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#include "shaders/layer_cylinder.vert.h"
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#include "shaders/layer_equirect2.frag.h"
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@ -123,20 +117,6 @@ render_shaders_load(struct render_shaders *s, struct vk_bundle *vk)
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LOAD(mesh_vert);
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LOAD(mesh_frag);
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LOAD(equirect1_vert);
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LOAD(equirect1_frag);
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LOAD(equirect2_vert);
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LOAD(equirect2_frag);
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#ifdef XRT_FEATURE_OPENXR_LAYER_CUBE
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LOAD(cube_vert);
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LOAD(cube_frag);
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#endif
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LOAD(layer_vert);
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LOAD(layer_frag);
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LOAD(layer_cylinder_frag);
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LOAD(layer_cylinder_vert);
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LOAD(layer_equirect2_frag);
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@ -159,16 +139,6 @@ render_shaders_close(struct render_shaders *s, struct vk_bundle *vk)
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D(ShaderModule, s->layer_comp);
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D(ShaderModule, s->mesh_vert);
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D(ShaderModule, s->mesh_frag);
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D(ShaderModule, s->equirect1_vert);
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D(ShaderModule, s->equirect1_frag);
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D(ShaderModule, s->equirect2_vert);
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D(ShaderModule, s->equirect2_frag);
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#ifdef XRT_FEATURE_OPENXR_LAYER_CUBE
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D(ShaderModule, s->cube_vert);
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D(ShaderModule, s->cube_frag);
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#endif
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D(ShaderModule, s->layer_vert);
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D(ShaderModule, s->layer_frag);
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D(ShaderModule, s->layer_cylinder_frag);
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D(ShaderModule, s->layer_cylinder_vert);
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@ -1,27 +0,0 @@
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// Copyright 2020 Simon Zeni <simon@bl4ckb0ne.ca>
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// Author: Simon Zeni <simon@bl4ckb0ne.ca>
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// Author: Bjorn Swenson <bjorn@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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{
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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 samplerCube cube;
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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 frag_coord = vec2(uv) * 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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out_color = texture(cube, view_dir.xyz);
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}
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@ -1,36 +0,0 @@
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// Copyright 2020 Simon Zeni <simon@bl4ckb0ne.ca>
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// Author: Simon Zeni <simon@bl4ckb0ne.ca>
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// Author: Bjorn Swenson <bjorn@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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{
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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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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, 1.0);
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gl_Position.y *= -1.;
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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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@ -1,51 +0,0 @@
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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 (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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{
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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 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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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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out_color = texture(image, vec2(lat, lon));
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}
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@ -1,38 +0,0 @@
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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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{
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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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@ -1,79 +0,0 @@
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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 (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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} 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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} 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 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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#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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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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// 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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}
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#endif
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}
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@ -1,41 +0,0 @@
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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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{
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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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{
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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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@ -1,27 +0,0 @@
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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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{
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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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}
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@ -1,34 +0,0 @@
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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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{
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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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{
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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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}
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