[vertex] #version 450 VERSION_DEFINES struct CellData { uint position; // xyz 10 bits uint albedo; //rgb albedo uint emission; //rgb normalized with e as multiplier uint normal; //RGB normal encoded }; layout(set=0,binding=1,std140) buffer CellDataBuffer { CellData data[]; } cell_data; layout (set=0,binding=2) uniform texture3D color_tex; layout (set=0,binding=3) uniform sampler tex_sampler; #ifdef USE_ANISOTROPY layout (set=0,binding=4) uniform texture3D aniso_pos_tex; layout (set=0,binding=5) uniform texture3D aniso_neg_tex; #endif layout(push_constant, binding = 0, std430) uniform Params { mat4 projection; uint cell_offset; float dynamic_range; float alpha; uint level; ivec3 bounds; uint pad; } params; layout(location=0) out vec4 color_interp; void main() { const vec3 cube_triangles[36] = vec3[]( vec3(-1.0f,-1.0f,-1.0f), vec3(-1.0f,-1.0f, 1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f,-1.0f), vec3(-1.0f,-1.0f,-1.0f), vec3(-1.0f, 1.0f,-1.0f), vec3(1.0f,-1.0f, 1.0f), vec3(-1.0f,-1.0f,-1.0f), vec3(1.0f,-1.0f,-1.0f), vec3(1.0f, 1.0f,-1.0f), vec3(1.0f,-1.0f,-1.0f), vec3(-1.0f,-1.0f,-1.0f), vec3(-1.0f,-1.0f,-1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f,-1.0f), vec3(1.0f,-1.0f, 1.0f), vec3(-1.0f,-1.0f, 1.0f), vec3(-1.0f,-1.0f,-1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(-1.0f,-1.0f, 1.0f), vec3(1.0f,-1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f,-1.0f,-1.0f), vec3(1.0f, 1.0f,-1.0f), vec3(1.0f,-1.0f,-1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f,-1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f,-1.0f), vec3(-1.0f, 1.0f,-1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f,-1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f,-1.0f, 1.0f) ); vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5; #ifdef MODE_DEBUG_LIGHT_FULL uvec3 posu = uvec3( gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y,gl_InstanceIndex / (params.bounds.y * params.bounds.x) ); #else uint cell_index = gl_InstanceIndex + params.cell_offset; uvec3 posu = uvec3(cell_data.data[cell_index].position&0x7FF,(cell_data.data[cell_index].position>>11)&0x3FF,cell_data.data[cell_index].position>>21); #endif #ifdef MODE_DEBUG_EMISSION color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff,(cell_data.data[cell_index].emission >> 9) & 0x1ff,(cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); #endif #ifdef MODE_DEBUG_COLOR color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz; #endif #ifdef MODE_DEBUG_LIGHT #ifdef USE_ANISOTROPY #define POS_X 0 #define POS_Y 1 #define POS_Z 2 #define NEG_X 3 #define NEG_Y 4 #define NEG_Z 5 const uint triangle_aniso[12] = uint[]( NEG_X, NEG_Z, NEG_Y, NEG_Z, NEG_X, NEG_Y, POS_Z, POS_X, POS_X, POS_Y, POS_Y, POS_Z ); color_interp.xyz = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level)).xyz * params.dynamic_range; vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex,tex_sampler),ivec3(posu),int(params.level)).xyz; vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex,tex_sampler),ivec3(posu),int(params.level)).xyz; uint side = triangle_aniso[gl_VertexIndex/3]; float strength = 0.0; switch(side) { case POS_X: strength = aniso_pos.x; break; case POS_Y: strength = aniso_pos.y; break; case POS_Z: strength = aniso_pos.z; break; case NEG_X: strength = aniso_neg.x; break; case NEG_Y: strength = aniso_neg.y; break; case NEG_Z: strength = aniso_neg.z; break; } color_interp.xyz *= strength; #else color_interp = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level)); color_interp.xyz * params.dynamic_range; #endif #endif float scale = (1<