CubeMapUnfold¶
The CubeMapUnfold.fuse converts a horizontal cross input into a horizontal cross output - this means: it is of no practical use.
It helps to test the cubemap
function in the CompatibilityCode
which is used to mimic Shadertoy cube maps by using a horizontal cross 2D texture. To do so it can be used to try out CubeMapLoader as an input for a DCTL Fuse.
The cubemap
function in the CompatibilityCode
takes a normalized 3D vector meant to point into a cube map and converts it to the respective pixel on a 2D horizontal cross texture. This way we can use such horizontal crosses as an input for those fragment shaders that work on a cube map. Now the CubeMapUnfold's kernel is a fragment shader that displays a cube map as a horizontal cross - so it kind of does what the cubemap
code does, but the other way around; maybe so to say it undoes it. However: you put a 2D horizontal cross texture into that fuse and the result is a 2D horizontal cross texture. A functionality that is pretty useless as such. But on the one hand seeing both directions of the calculations might help someone not used to that stuff (like me when I wrote this Fuse) to understand the formulas; and on the other hand it is good to have to doublecheck if the cubemap
function does the right thing.
Tries to get the DCTL as close as possible to "normal" OpenGL ES. Actually the fragment shader code (content of the KernelCode
variable) can just be copied and pasted into shadertoy.com). Quite some DCTL specifics enclosed in #ifdef
and the resulting code is not very readably, but still this might be an approach to consider to minimize the changes done for WebGL to DCTL conversions?!?
- Can be used to test and understand the
float4 cubemap(__TEXTURE2D__, float3)
function accessing a 2D horizontal cross texture. - Shows on the DCTL side some transformations from different vector formats to others (normalized or not, 2D and 3D).
- Can be used as a basis by just replacing the
KernelCode
for your own DCTL code that requires accessing a cube map. - Is an example of how close we can get between DCTL and WebGL.