#[vertex]
#version 450
#VERSION_DEFINES
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#endif //USE_MULTIVIEW
#define FLAG_FLIP_Y (1 << 0)
#define FLAG_USE_SECTION (1 << 1)
#define FLAG_FORCE_LUMINANCE (1 << 2)
#define FLAG_ALPHA_TO_ZERO (1 << 3)
#define FLAG_SRGB (1 << 4)
#define FLAG_ALPHA_TO_ONE (1 << 5)
#define FLAG_LINEAR (1 << 6)
#define FLAG_NORMAL (1 << 7)
#define FLAG_USE_SRC_SECTION (1 << 8)
#ifdef USE_MULTIVIEW
layout(location = 0) out vec3 uv_interp;
#else
layout(location = 0) out vec2 uv_interp;
#endif
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
float luminance_multiplier;
uint flags;
vec4 color;
}
params;
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.xy = base_arr[gl_VertexIndex];
#ifdef USE_MULTIVIEW
uv_interp.z = ViewIndex;
#endif
vec2 vpos = uv_interp.xy;
if (bool(params.flags & FLAG_USE_SECTION)) {
vpos = params.section.xy + vpos * params.section.zw;
}
gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
if (bool(params.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
if (bool(params.flags & FLAG_USE_SRC_SECTION)) {
uv_interp.xy = params.section.xy + uv_interp.xy * params.section.zw;
}
}
#[fragment]
#version 450
#VERSION_DEFINES
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#endif //USE_MULTIVIEW
#define FLAG_FLIP_Y (1 << 0)
#define FLAG_USE_SECTION (1 << 1)
#define FLAG_FORCE_LUMINANCE (1 << 2)
#define FLAG_ALPHA_TO_ZERO (1 << 3)
#define FLAG_SRGB (1 << 4)
#define FLAG_ALPHA_TO_ONE (1 << 5)
#define FLAG_LINEAR (1 << 6)
#define FLAG_NORMAL (1 << 7)
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
float luminance_multiplier;
uint flags;
vec4 color;
}
params;
#ifndef MODE_SET_COLOR
#ifdef USE_MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else
layout(location = 0) in vec2 uv_interp;
#endif
#ifdef USE_MULTIVIEW
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
layout(location = 1) out float depth;
#endif /* MODE_TWO_SOURCES */
#else /* USE_MULTIVIEW */
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
#endif /* MODE_TWO_SOURCES */
#endif /* USE_MULTIVIEW */
#endif /* !SET_COLOR */
layout(location = 0) out vec4 frag_color;
vec3 linear_to_srgb(vec3 color) {
//if going to srgb, clamp from 0 to 1.
color = clamp(color, vec3(0.0), vec3(1.0));
const vec3 a = vec3(0.055f);
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
vec3 srgb_to_linear(vec3 color) {
return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
}
void main() {
#ifdef MODE_SET_COLOR
frag_color = params.color;
#else
#ifdef USE_MULTIVIEW
vec3 uv = uv_interp;
#else
vec2 uv = uv_interp;
#endif
#ifdef MODE_PANORAMA_TO_DP
// Note, multiview and panorama should not be mixed at this time
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
float side;
uv.y = modf(uv.y * 2.0, side);
side = side * 2.0 - 1.0;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
normal *= -side;
normal = normalize(normal);
//now convert normal to panorama uv
vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
if (st.x < 0.0) {
st.x += M_PI * 2.0;
}
uv = st / vec2(M_PI * 2.0, M_PI);
if (side < 0.0) {
//uv.y = 1.0 - uv.y;
uv = 1.0 - uv;
}
#endif /* MODE_PANORAMA_TO_DP */
#ifdef USE_MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
// In multiview our 2nd input will be our depth map
depth = textureLod(source_depth, uv, 0.0).r;
#endif /* MODE_TWO_SOURCES */
#else /* USE_MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
#endif /* MODE_TWO_SOURCES */
#endif /* USE_MULTIVIEW */
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
color.rgb *= color.a;
}
if (bool(params.flags & FLAG_SRGB)) {
color.rgb = linear_to_srgb(color.rgb);
}
if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
color.a = 1.0;
}
if (bool(params.flags & FLAG_LINEAR)) {
color.rgb = srgb_to_linear(color.rgb);
}
if (bool(params.flags & FLAG_NORMAL)) {
color.rgb = normalize(color.rgb * 2.0 - 1.0) * 0.5 + 0.5;
}
frag_color = color / params.luminance_multiplier;
#endif // MODE_SET_COLOR
}