mirror of
https://github.com/scratchfoundation/bgfx.git
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98 lines
4 KiB
Text
98 lines
4 KiB
Text
#version 300 es
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// From rcupisz light shafts package, "Coords" shader.
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// Is using vector equality, which was translating wrong to Metal
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// at some point.
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#define gl_FragColor _glesFragData[0]
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#define gl_FragData _glesFragData
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layout(location = 0) out mediump vec4 _glesFragData[4];
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float xll_saturate_f( float x) {
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return clamp( x, 0.0, 1.0);
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}
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vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
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struct posuv {
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highp vec4 pos;
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highp vec2 uv;
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};
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uniform highp vec4 _ZBufferParams;
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uniform highp vec4 _LightPos;
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uniform highp float _InterpolationStep;
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uniform highp mat4 _FrustumRays;
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uniform highp vec4 _CameraPosLocal;
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uniform highp float _FrustumApex;
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uniform highp vec4 _CoordTexDim;
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uniform highp vec4 _ScreenTexDim;
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uniform sampler2D _CameraDepthTexture;
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highp vec2 GetEpipolarLineEntryPoint( in highp vec2 exit ) {
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return _LightPos.xy;
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}
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bool Cube( in highp vec3 org, in highp vec3 dir, out highp float tnear, out highp float tfar ) {
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highp vec3 invR = (1.0 / dir);
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highp vec3 tbot = (invR * (-0.5 - org));
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highp vec3 ttop = (invR * (0.5 - org));
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highp vec3 tmin = min( ttop, tbot);
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highp vec3 tmax = max( ttop, tbot);
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highp vec2 t0 = max( tmin.xx, tmin.yz);
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tnear = max( t0.x, t0.y);
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t0 = min( tmax.xx, tmax.yz);
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tfar = min( t0.x, t0.y);
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return ((tnear < tfar) && (tfar > 0.0));
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}
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highp vec3 FrustumRay( in highp vec2 uv, out highp float rayLength ) {
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highp vec3 ray0 = mix( xll_matrixindex_mf4x4_i (_FrustumRays, 0).xyz, xll_matrixindex_mf4x4_i (_FrustumRays, 1).xyz, vec3( uv.x));
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highp vec3 ray1 = mix( xll_matrixindex_mf4x4_i (_FrustumRays, 3).xyz, xll_matrixindex_mf4x4_i (_FrustumRays, 2).xyz, vec3( uv.x));
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highp vec3 ray = mix( ray0, ray1, vec3( uv.y));
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rayLength = length(ray);
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return (ray / rayLength);
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}
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bool IntersectVolume( in highp vec2 uv, out highp float near, out highp float far, out highp vec3 rayN, out highp float rayLength ) {
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rayN = FrustumRay( uv, rayLength);
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return Cube( _CameraPosLocal.xyz, rayN, near, far);
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}
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highp float Linear01Depth( in highp float z ) {
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return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
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}
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void frag( in posuv i, out highp vec4 coord, out highp vec4 depth ) {
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highp vec2 uv = i.uv;
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highp float sampleOnEpipolarLine = (uv.x - (0.5 / _CoordTexDim.x));
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highp float epipolarLine = xll_saturate_f((uv.y - (0.5 / _CoordTexDim.y)));
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sampleOnEpipolarLine *= (_CoordTexDim.x / (_CoordTexDim.x - 1.0));
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sampleOnEpipolarLine = xll_saturate_f(sampleOnEpipolarLine);
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highp int edge = int(clamp( floor((epipolarLine * 4.0)), 0.0, 3.0));
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highp float posOnEdge = fract((epipolarLine * 4.0));
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highp float edgeCoord = (-1.0 + (2.0 * posOnEdge));
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highp vec4 edgeX = vec4( -1.0, edgeCoord, 1.0, (-edgeCoord));
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highp vec4 edgeY = vec4( (-edgeCoord), -1.0, edgeCoord, 1.0);
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bvec4 edgeFlags = equal( ivec4( edge), ivec4( 0, 1, 2, 3));
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highp vec2 exit = (-vec2( dot( edgeY, vec4(edgeFlags)), dot( edgeX, vec4(edgeFlags))));
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highp vec2 entry = GetEpipolarLineEntryPoint( exit);
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highp vec2 coordTemp = mix( entry, exit, vec2( sampleOnEpipolarLine));
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coordTemp = ((coordTemp * 0.5) + 0.5);
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coord = vec4( coordTemp.x, coordTemp.y, 0.0, 0.0);
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coordTemp = ((floor((coordTemp * _ScreenTexDim.xy)) + 0.5) * _ScreenTexDim.zw);
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depth = vec4( Linear01Depth( texture( _CameraDepthTexture, coordTemp).x));
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highp float near;
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highp float far;
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highp float rayLength;
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highp vec3 rayN;
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if (((!IntersectVolume( coord.xy, near, far, rayN, rayLength)) || (depth.x < (near / rayLength)))){
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depth *= -1.0;
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}
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else{
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depth = min( depth, vec4( (far / rayLength)));
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}
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}
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in highp vec2 xlv_TEXCOORD0;
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void main() {
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posuv xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2(xlv_TEXCOORD0);
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highp vec4 xlt_coord;
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highp vec4 xlt_depth;
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frag( xlt_i, xlt_coord, xlt_depth);
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gl_FragData[0] = vec4(xlt_coord);
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gl_FragData[1] = vec4(xlt_depth);
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}
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