EG/RenderPipelineFile/rpplugins/env_probes/shader/store_cubemap_diffuse.frag.glsl
2025-07-24 11:37:46 +08:00

46 lines
1.7 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
uniform sampler2D SourceTex;
uniform writeonly imageCube RESTRICT DestTex;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
int size = textureSize(SourceTex, 0).y;
vec4 source_data = texelFetch(SourceTex, coord, 0);
// Convert to local cubemap coordinate
int offset = coord.x / size;
coord.x = coord.x % size;
// Store color in diffuse cubemap array
imageStore(DestTex, ivec3(coord.x, coord.y, offset), source_data);
}