Files
OpenVulkano/openVulkanoCpp/Shader/background.vert
2024-07-06 21:39:36 +02:00

48 lines
1.2 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
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;
} cam;
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; //TODO
float realScale = tan(radians(realFov * 0.5)) * 2;
float realAspect = 1.33333333;
void main() {
vec4 position = PLANE[gl_VertexIndex];
// 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);
gl_Position = position;
textureCoordinates = TEX_COORDS[gl_VertexIndex];
}