Update background shader

This commit is contained in:
Georg Hagen
2024-07-06 21:39:36 +02:00
parent d4c5e8700b
commit 2b32717c5b
4 changed files with 225 additions and 203 deletions

View File

@@ -3,39 +3,45 @@
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
float nearPlane;
float farPlane;
float width;
float height;
float fov;
float aspect;
float scaleFactor;
float pixelScaleFactor;
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
float nearPlane;
float farPlane;
float width;
float height;
float fov;
float aspect;
float scaleFactor;
float pixelScaleFactor;
} cam;
// Grid position are in clipped space
vec4 gridPlane[4] = vec4[] (
vec4(1, 1, 0, 1), vec4(-1, 1, 0, 1), vec4(1, -1, 0, 1), vec4(-1, -1, 0, 1)
layout(location = 0) out vec2 textureCoordinates;
const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
// Background plane positions are in clipped space
const vec4 PLANE[4] = vec4[] (
vec4(1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(1, 1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, 1, FLOAT_MAX_LESS_THAN_1, 1)
);
const vec2 TEX_COORDS[4] = vec2[] (
vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
);
float realFov = 53;
float realFov = 53; //TODO
float realScale = tan(radians(realFov * 0.5)) * 2;
float realAspect = 1.33333333;
void main() {
float virtualAspect = cam.width / cam.height;
vec4 position = gridPlane[gl_VertexIndex];
vec4 position = PLANE[gl_VertexIndex];
// Calculate the scaling factors for width and height
float scaleX = tan(radians(cam.fov * 0.5)) / tan(radians(realFov * 0.5));
float scaleY = virtualAspect / realAspect * scaleX;
// Calculate the scaling factors for width and height
float scaleX = realScale / cam.scaleFactor;
float scaleY = cam.aspect / realAspect * scaleX;
// Scale the quad's position
position.xy *= vec2(scaleX, scaleY);
// Scale the quad's position
position.xy *= vec2(scaleX, scaleY);
// Pass the transformed position to the fragment shader
gl_Position = position;
gl_Position = position;
textureCoordinates = TEX_COORDS[gl_VertexIndex];
}