#include "shared.h"
#include "renderer_types.h"
#include "cubemap.slang"
[[vk::push_constant]]
IblConstants pc;
// convention: panorama center (u = 0.5) faces +Y, u increases toward +X
// sources with a different forward requires re-yawing, not editing this
// no clue if equirects are standardized at all
// or if I'll need to re-yaw for each new source
vec2 SampleSphericalMap(vec3 dir) {
dir = normalize(dir);
vec2 uv;
uv.x = atan2(dir.x, dir.y) * 0.15915494309 + 0.5;
uv.y = 0.5 - asin(dir.z) * 0.31830988618;
return uv;
}
[shader("vertex")]
VtxOut vsMain(u32 vertexID: SV_VertexID) {
VtxOut o;
vec2 positions[3] = { vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) };
vec2 pos = positions[vertexID];
o.clip_pos = vec4(pos, 0.0, 1.0);
o.uv = pos * 0.5 + 0.5;
return o;
}
[shader("fragment")]
vec4 fsMain(VtxOut input) : SV_Target0 {
vec3 dir = CubemapFaceDirection(pc.faceidx, input.uv);
vec2 hdrUV = SampleSphericalMap(dir);
vec3 color = pc.hdrTexture.Sample(pc.samp, hdrUV).rgb;
return vec4(color, 1.0);
}