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76 lines (57 loc) · 2.01 KB
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Copy pathQuadBasedSphere
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76 lines (57 loc) · 2.01 KB
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#version 450
layout(location = 0) out vec2 fragUV;
layout(set = 0, binding = 0) uniform UboViewProjection
{
mat4 View;
mat4 Projection;
} ViewProjection;
layout(set = 2, binding = 0) uniform UboTileSettings
{
int VertexTilesPerAxis;
int TextureTilesPerAxis;
int MinTileX;
int MinTileY;
int TilesCountY;
} TileSettings;
const float radius = 1.0;
void main()
{
int vertexIndex = int(gl_VertexIndex);
int i = vertexIndex % (TileSettings.VertexTilesPerAxis + 1);
int j = vertexIndex / (TileSettings.VertexTilesPerAxis + 1);
float u = float(i) / float(TileSettings.VertexTilesPerAxis);
float v = float(j) / float(TileSettings.VertexTilesPerAxis);
// Mercator to Cartesian projection
float latitude = atan(sinh(3.14159265359 * (1.0 - 2.0 * v)));
float longitude = u * 2.0 * 3.14159265359 - 3.14159265359;
vec3 spherePos;
spherePos.x = radius * cos(latitude) * sin(longitude);
spherePos.y = radius * sin(latitude);
spherePos.z = radius * cos(latitude) * cos(longitude);
fragUV = vec2(u, v);
gl_Position = ViewProjection.Projection * ViewProjection.View * vec4(spherePos, 1.0);
}
#version 450
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 1, binding = 0) uniform sampler2DArray TextureSampler;
layout(set = 2, binding = 0) uniform UboTileSettings
{
int VertexTilesPerAxis;
int TextureTilesPerAxis;
int MinTileX;
int MinTileY;
int TilesCountY;
} TileSettings;
void main()
{
const float tileSize = 1.0 / float(TileSettings.TextureTilesPerAxis);
int tileX = int(fragUV.x / tileSize);
int tileY = int(fragUV.y / tileSize);
int OffsetX = (tileX - TileSettings.MinTileX + TileSettings.TextureTilesPerAxis) % TileSettings.TextureTilesPerAxis;
int OffsetY = (tileY - TileSettings.MinTileY + TileSettings.TextureTilesPerAxis) % TileSettings.TextureTilesPerAxis;
int layer = OffsetX * (TileSettings.TilesCountY + 1) + OffsetY;
vec2 tileUV = mod(fragUV, tileSize) / tileSize;
outColor = texture(TextureSampler, vec3(tileUV, float(layer)));
//outColor = vec4(1.0, 0.0, 0.0, 1.0);
}