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Porting cubemap compute shaders to raster for the mobile renderer
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@@ -32,53 +32,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
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layout(push_constant, binding = 1, std430) uniform Params {
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uint face_size;
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}
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params;
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#define M_PI 3.14159265359
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void get_dir_0(out vec3 dir, in float u, in float v) {
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dir[0] = 1.0;
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dir[1] = v;
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dir[2] = -u;
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}
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void get_dir_1(out vec3 dir, in float u, in float v) {
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dir[0] = -1.0;
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dir[1] = v;
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dir[2] = u;
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}
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void get_dir_2(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = 1.0;
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dir[2] = -v;
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}
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void get_dir_3(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = -1.0;
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dir[2] = v;
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}
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void get_dir_4(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = v;
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dir[2] = 1.0;
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}
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void get_dir_5(out vec3 dir, in float u, in float v) {
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dir[0] = -u;
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dir[1] = v;
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dir[2] = -1.0;
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}
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float calcWeight(float u, float v) {
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float val = u * u + v * v + 1.0;
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return val * sqrt(val);
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}
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#include "cubemap_downsampler_inc.glsl"
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void main() {
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uvec3 id = gl_GlobalInvocationID;
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