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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.glsl31
1 files changed, 23 insertions, 8 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
index 5f5d60cb3c5..4f4599e1398 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
@@ -9,22 +9,37 @@ 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));
+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);
+ return max(max(c.r, c.g), c.b);
}
void main()
{
- vec2 uvs = gl_FragCoord.xy * texelSize;
+ vec2 uvs = gl_FragCoord.xy * texelSize;
- uvs = 2.0 * uvs - 1.0;
+ uvs = 2.0 * uvs - 1.0;
- vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace];
+ vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace];
- FragColor = textureLod(source, cubevec, 0.0);
+ FragColor = textureLod(source, cubevec, 0.0);
}