godot/servers/rendering/renderer_rd/shaders/particles_copy.glsl

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#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
struct ParticleData {
mat4 xform;
vec3 velocity;
bool is_active;
vec4 color;
vec4 custom;
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
ParticleData data[];
}
particles;
layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
vec4 data[];
}
instances;
#ifdef USE_SORT_BUFFER
layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
vec2 data[];
}
sort_buffer;
#endif // USE_SORT_BUFFER
layout(push_constant, binding = 0, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
}
params;
void main() {
#ifdef MODE_FILL_SORT_BUFFER
uint particle = gl_GlobalInvocationID.x;
if (particle >= params.total_particles) {
return; //discard
}
sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
sort_buffer.data[particle].y = float(particle);
#endif
#ifdef MODE_FILL_INSTANCES
uint particle = gl_GlobalInvocationID.x;
uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
if (particle >= params.total_particles) {
return; //discard
}
#ifdef USE_SORT_BUFFER
particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
#endif
mat4 txform;
if (particles.data[particle].is_active) {
txform = transpose(particles.data[particle].xform);
} else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
}
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
instances.data[write_offset + 2] = txform[2];
instances.data[write_offset + 3] = particles.data[particle].color;
instances.data[write_offset + 4] = particles.data[particle].custom;
#endif
}