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-rw-r--r--shaders/godot3.4/106-3.shader_test89
1 files changed, 89 insertions, 0 deletions
diff --git a/shaders/godot3.4/106-3.shader_test b/shaders/godot3.4/106-3.shader_test
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+[require]
+GLSL >= 3.30
+
+[fragment shader]
+#version 330
+#define GLES_OVER_GL
+precision highp float;
+precision highp int;
+
+uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
+in vec2 uv_interp;
+
+uniform bool z_flip;
+uniform highp float z_far;
+uniform highp float z_near;
+uniform highp float bias;
+
+void main() {
+ highp vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+ /*
+ if (z_flip) {
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ } else {
+ normal.z = -0.5 + 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ }
+ */
+
+ //normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ //normal.xy *= 1.0 + normal.z;
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+ /*
+ normal.z = 0.5;
+ normal = normalize(normal);
+ */
+
+ if (!z_flip) {
+ normal.z = -normal.z;
+ }
+
+ //normal = normalize(vec3(uv_interp * 2.0 - 1.0, 1.0));
+ float depth = texture(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near));
+ gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
+}
+
+[vertex shader]
+#version 330
+#define GLES_OVER_GL
+precision highp float;
+precision highp int;
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+layout(location = 4) in vec2 uv_in;
+
+out vec2 uv_interp;
+
+void main() {
+ uv_interp = uv_in;
+ gl_Position = vertex_attrib;
+}
+
+/* clang-format off */
+