Merge pull request 'Enhancements & Fixes' (#78) from enhancements into master
Reviewed-on: https://git.madvoxel.net/OpenVulkano/OpenVulkano/pulls/78
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@@ -1,13 +1,14 @@
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#version 450
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layout (set = 3, binding = 0) uniform sampler2D camTexture;
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layout(set = 3, binding = 0) uniform sampler2D camTexture;
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#ifdef ENABLE_DEPTH_WRITE
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layout (set = 2, binding = 1) uniform sampler2D depthMap;
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layout(set = 2, binding = 1) uniform sampler2D depthMap;
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#endif
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layout (location = 0) in vec2 texCoords;
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layout (location = 0) out vec4 fragColor;
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layout(location = 0) in vec2 texCoords;
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layout(location = 1) in float scale;
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layout(location = 0) out vec4 fragColor;
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layout(set = 1, binding = 0) uniform CameraData
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{
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@@ -21,8 +22,14 @@ layout(set = 1, binding = 0) uniform CameraData
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void main()
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{
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vec2 rm = (texCoords - 0.5) * 2;
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float intensity = rm.x * rm.x + rm.y * rm.y;
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intensity = (intensity / 1.4) * scale / 2;
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fragColor = texture(camTexture, texCoords);
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fragColor.rgb = fragColor.rgb - intensity;
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#ifdef ENABLE_DEPTH_WRITE
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gl_FragDepth = (texture(depthMap, texCoords).r - cam.near) / (cam.far - cam.near);
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#endif
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}
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}
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@@ -3,56 +3,58 @@
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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float nearPlane;
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float farPlane;
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float width;
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float height;
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float fov;
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float aspect;
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float scaleFactor;
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float pixelScaleFactor;
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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float nearPlane;
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float farPlane;
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float width;
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float height;
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float fov;
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float aspect;
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float scaleFactor;
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float pixelScaleFactor;
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} cam;
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layout(set = 2, binding = 0) uniform RealCameraData
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{
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mat3 intrinsic;
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int width;
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int height;
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mat3 intrinsic;
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int width;
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int height;
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} realCam;
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layout(location = 0) out vec2 textureCoordinates;
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layout(location = 1) out float scaleOut;
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const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
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// Background plane positions are in clipped space
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const vec4 PLANE[4] = vec4[] (
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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)
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);
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const vec2 TEX_COORDS[4] = vec2[] (
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vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
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);
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const vec4 PLANE[4] = vec4[](
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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)
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);
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const vec2 TEX_COORDS[4] = vec2[](
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vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
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);
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void main() {
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vec4 position = PLANE[gl_VertexIndex];
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vec4 position = PLANE[gl_VertexIndex];
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// Calculate the scaling factors for width and height
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float height = realCam.height;
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float realScale = realCam.intrinsic[1][1] / height;
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float realAspect = height / realCam.width;
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float scaleY = realScale / cam.scaleFactor;
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float scaleX = scaleY / (cam.aspect * realAspect);
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// Calculate the scaling factors for width and height
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float height = realCam.height;
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float realScale = realCam.intrinsic[1][1] / height;
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float realAspect = height / realCam.width;
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float scaleY = realScale / cam.scaleFactor;
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float scaleX = scaleY / (cam.aspect * realAspect);
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// Scale the quad's position
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position.xy *= vec2(scaleX, scaleY);
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// Handle center
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vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
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centerOffset -= 0.5;
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position.xy -= centerOffset * vec2(2, 2);
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// Handle center
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vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
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centerOffset -= 0.5;
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position.xy -= centerOffset;
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// Scale the quad's position
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position.xy *= vec2(scaleX, scaleY);
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gl_Position = position;
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textureCoordinates = TEX_COORDS[gl_VertexIndex];
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scaleOut = 1 / scaleY;
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gl_Position = position;
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textureCoordinates = TEX_COORDS[gl_VertexIndex];
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}
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