gpu/shaders: compensate for GPU Framebuffer => texture transformation

Add fboTextureTransform shader function for cancelling the
implied transformation from fragments output by the fragment
shader and the (u, v) coordinates used to sample from it in a
later pass.

For OpenGL the transformation is the identity.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-27 16:38:58 +01:00
parent 0d573514c5
commit c20c1ab96f
3 changed files with 52 additions and 16 deletions
+15 -2
View File
@@ -1,4 +1,17 @@
#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
void blah() {
// fboTextureTransform returns a transformation
// that cancels the implied transformation between
// the framebuffer and its texture.
// Only two rows are returned. The last is implied
// to be [0, 0, 1].
vec3[2] fboTextureTransform() {
vec3[2] t;
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, 1.0, 0.0);
return t;
}
vec3 transform3x2(vec3[2] t, vec3 v) {
return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));
}
+5 -1
View File
@@ -4,6 +4,8 @@
precision highp float;
#include <common.inc>
layout(binding = 0) uniform Block {
float z;
vec2 scale;
@@ -24,5 +26,7 @@ layout(location = 1) out vec2 vUV;
void main() {
gl_Position = vec4(pos*scale + offset, z, 1);
vUV = uv*uvScale + uvOffset;
vCoverUV = uv*uvCoverScale+uvCoverOffset;
vec3[2] fboTrans = fboTextureTransform();
vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0));
vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 0.0)).xy;
}