60 lines
1.5 KiB
GLSL
60 lines
1.5 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(set = 2, binding = 0) uniform RealCameraData
|
|
{
|
|
mat3 intrinsic;
|
|
int width;
|
|
int height;
|
|
} realCam;
|
|
|
|
layout(location = 0) out vec2 textureCoordinates;
|
|
layout(location = 1) out float scaleOut;
|
|
|
|
// Background plane positions are in clipped space
|
|
const vec4 PLANE[4] = vec4[](
|
|
vec4(1, -1, 1, 1), vec4(-1, -1, 1, 1), vec4(1, 1, 1, 1), vec4(-1, 1, 1, 1)
|
|
);
|
|
const vec2 TEX_COORDS[4] = vec2[](
|
|
vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
|
|
);
|
|
|
|
void main() {
|
|
vec4 position = PLANE[gl_VertexIndex];
|
|
|
|
// Calculate the scaling factors for width and height
|
|
float height = realCam.height;
|
|
float realScale = height / realCam.intrinsic[1][1];
|
|
float realAspect = height / realCam.width;
|
|
float scaleY = realScale / cam.scaleFactor;
|
|
float scaleX = scaleY / (cam.aspect * realAspect);
|
|
|
|
// Handle center
|
|
vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
|
|
centerOffset -= 0.5;
|
|
position.xy -= centerOffset * vec2(2, 2);
|
|
|
|
// Scale the quad's position
|
|
position.xy *= vec2(scaleX, scaleY);
|
|
|
|
scaleOut = 1 / scaleY;
|
|
gl_Position = position;
|
|
textureCoordinates = TEX_COORDS[gl_VertexIndex];
|
|
}
|