-
Notifications
You must be signed in to change notification settings - Fork 3.6k
/
Copy pathOctahedralProjectionAtlasFS.glsl
89 lines (80 loc) · 2.1 KB
/
OctahedralProjectionAtlasFS.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
varying vec2 v_textureCoordinates;
uniform float originalSize;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0));
const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0));
const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0));
const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0));
void main()
{
vec2 uv = v_textureCoordinates;
vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize);
vec2 pixel = 1.0 / textureSize;
float mipLevel = 0.0;
if (uv.x - pixel.x > (textureSize.y / textureSize.x))
{
mipLevel = 1.0;
if (uv.y - pixel.y > yMipLevel1)
{
mipLevel = 2.0;
if (uv.y - pixel.y * 3.0 > yMipLevel2)
{
mipLevel = 3.0;
if (uv.y - pixel.y * 5.0 > yMipLevel3)
{
mipLevel = 4.0;
if (uv.y - pixel.y * 7.0 > yMipLevel4)
{
mipLevel = 5.0;
}
}
}
}
}
if (mipLevel > 0.0)
{
float scale = pow(2.0, mipLevel);
uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0);
uv.x *= ((textureSize.x - 2.0) / textureSize.y);
uv.x -= 1.0 + pixel.x;
uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0)));
uv *= scale;
}
else
{
uv.x *= (textureSize.x / textureSize.y);
}
if(mipLevel == 0.0)
{
gl_FragColor = texture2D(texture0, uv);
}
else if(mipLevel == 1.0)
{
gl_FragColor = texture2D(texture1, uv);
}
else if(mipLevel == 2.0)
{
gl_FragColor = texture2D(texture2, uv);
}
else if(mipLevel == 3.0)
{
gl_FragColor = texture2D(texture3, uv);
}
else if(mipLevel == 4.0)
{
gl_FragColor = texture2D(texture4, uv);
}
else if(mipLevel == 5.0)
{
gl_FragColor = texture2D(texture5, uv);
}
else
{
gl_FragColor = vec4(0.0);
}
}