Files
OpenVulkano/openVulkanoCpp/Shader/background.vert
2024-07-07 16:53:48 +02:00

59 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;
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)
);
void main() {
vec4 position = PLANE[gl_VertexIndex];
// Calculate the scaling factors for width and height
float width = realCam.width;
float realScale = realCam.intrinsic[0][0] / width;
float realAspect = width / realCam.height;
float scaleX = realScale / cam.scaleFactor;
float scaleY = cam.aspect / realAspect * scaleX;
// Scale the quad's position
position.xy *= vec2(scaleX, scaleY);
// Handle center
vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
centerOffset -= 0.5;
position.xy += centerOffset;
gl_Position = position;
textureCoordinates = TEX_COORDS[gl_VertexIndex];
}