Files
OpenVulkano/openVulkanoCpp/Shader/background.vert
2024-07-30 22:16:00 +02:00

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 = realCam.intrinsic[1][1] / height;
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];
}