62 lines
1.8 KiB
GLSL
62 lines
1.8 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vUV [[user(locn0)]];
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};
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static inline __attribute__((always_inline))
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float3 spvCubemapTo2DArrayFace(float3 P)
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{
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float3 Coords = abs(P.xyz);
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float CubeFace = 0;
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float ProjectionAxis = 0;
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float u = 0;
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float v = 0;
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if (Coords.x >= Coords.y && Coords.x >= Coords.z)
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{
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CubeFace = P.x >= 0 ? 0 : 1;
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ProjectionAxis = Coords.x;
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u = P.x >= 0 ? -P.z : P.z;
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v = -P.y;
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}
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else if (Coords.y >= Coords.x && Coords.y >= Coords.z)
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{
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CubeFace = P.y >= 0 ? 2 : 3;
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ProjectionAxis = Coords.y;
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u = P.x;
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v = P.y >= 0 ? P.z : -P.z;
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}
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else
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{
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CubeFace = P.z >= 0 ? 4 : 5;
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ProjectionAxis = Coords.z;
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u = P.z >= 0 ? P.x : -P.x;
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v = -P.y;
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}
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u = 0.5 * (u/ProjectionAxis + 1);
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v = 0.5 * (v/ProjectionAxis + 1);
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return float3(u, v, CubeFace);
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}
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fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
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{
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main0_out out = {};
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float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
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float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u));
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float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
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out.FragColor = (a + b) + c;
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return out;
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}
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