Vulkan port
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@@ -1,4 +1,4 @@
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@vs vertex
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@vs vs_main
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layout(location = 0) in vec3 positionOS;
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layout(location = 1) in vec2 texCoord;
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@@ -43,7 +43,7 @@ void main() {
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}
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@end
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@fs fragment
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@fs fs_main
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struct Point_Light {
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vec3 positionWS;
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@@ -217,4 +217,60 @@ void main() {
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@end
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@program main vertex fragment
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@cs cs_equirectangular_to_cubemap
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layout(binding = 0) uniform Layer_Index {
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int _LayerIndex;
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};
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layout(binding = 0) uniform texture2D _EquirectangularTexture;
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layout(binding = 1, rgba16f) uniform writeonly image2DArray _CubemapImage;
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layout(binding = 0) uniform sampler _EquirectangularSampler;
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const float INV_PI = 0.31830987;
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const float HALF_INV_PI = 0.15915494;
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layout(local_size_x = 8, local_size_y = 8) in;
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void main() {
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vec2 size = vec2(imageSize(_CubemapImage).xy);
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vec2 texCoord = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / size;
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texCoord = texCoord * vec2(2.0) - vec2(1.0); // Map to range [-1, 1]
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vec3 cubeCoord;
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if (_LayerIndex == 0) {
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// Positive X
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cubeCoord = vec3(1, -texCoord.y, -texCoord.x);
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} else if (_LayerIndex == 1) {
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// Negative X
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cubeCoord = vec3(-1, -texCoord.y, texCoord.x);
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} else if (_LayerIndex == 2) {
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// Positive Y
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cubeCoord = vec3(texCoord.x, 1, texCoord.y);
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} else if (_LayerIndex == 3) {
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// Negative Y
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cubeCoord = vec3(texCoord.x, -1, -texCoord.y);
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} else if (_LayerIndex == 4) {
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// Positive Z
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cubeCoord = vec3(texCoord.x, -texCoord.y, 1);
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} else if (_LayerIndex == 5) {
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// Negative Z
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cubeCoord = vec3(-texCoord.x, -texCoord.y, -1);
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}
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vec3 cubeDir = normalize(cubeCoord);
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float theta = atan(cubeDir.y, cubeDir.x);
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float phi = asin(cubeDir.z);
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vec2 equirectCoord = vec2(theta * HALF_INV_PI, phi * INV_PI) + vec2(0.5);
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vec4 irradiance = texture(sampler2D(_EquirectangularTexture, _EquirectangularSampler), equirectCoord);
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imageStore(_CubemapImage, ivec3(ivec2(gl_GlobalInvocationID.xy), _LayerIndex), irradiance);
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}
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@end
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@program main vs_main fs_main
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@program equirectangular_to_cubemap cs_equirectangular_to_cubemap
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