diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl new file mode 100644 index 00000000000..eb463d51146 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl @@ -0,0 +1,30 @@ +/** + * Simple downsample shader. Takes the average of the 4 texels of lower mip. + **/ + +uniform samplerCube source; +uniform float texelSize; + +flat in int fFace; + +out vec4 FragColor; + +const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0)); +const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0)); +const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3( 0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0)); + +float brightness(vec3 c) +{ + return max(max(c.r, c.g), c.b); +} + +void main() +{ + vec2 uvs = gl_FragCoord.xy * texelSize; + + uvs = 2.0 * uvs - 1.0; + + vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace]; + + FragColor = textureLod(source, cubevec, 0.0); +}
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