59 lines
1.5 KiB
GLSL
59 lines
1.5 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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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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} 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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} realCam;
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layout(location = 0) out vec2 textureCoordinates;
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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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void main() {
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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 width = realCam.width;
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float realScale = realCam.intrinsic[0][0] / width;
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float realAspect = width / realCam.height;
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float scaleX = realScale / cam.scaleFactor;
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float scaleY = cam.aspect / realAspect * scaleX;
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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;
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gl_Position = position;
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textureCoordinates = TEX_COORDS[gl_VertexIndex];
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}
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