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 | 31 |
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); } |