210 lines
5.1 KiB
GLSL
210 lines
5.1 KiB
GLSL
[vertex]
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#version 450
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VERSION_DEFINES
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struct CellData {
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uint position; // xyz 10 bits
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uint albedo; //rgb albedo
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uint emission; //rgb normalized with e as multiplier
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uint normal; //RGB normal encoded
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};
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layout(set=0,binding=1,std140) buffer CellDataBuffer {
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CellData data[];
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} cell_data;
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layout (set=0,binding=2) uniform texture3D color_tex;
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layout (set=0,binding=3) uniform sampler tex_sampler;
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#ifdef USE_ANISOTROPY
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layout (set=0,binding=4) uniform texture3D aniso_pos_tex;
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layout (set=0,binding=5) uniform texture3D aniso_neg_tex;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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mat4 projection;
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uint cell_offset;
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float dynamic_range;
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float alpha;
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uint level;
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ivec3 bounds;
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uint pad;
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} params;
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layout(location=0) out vec4 color_interp;
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void main() {
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const vec3 cube_triangles[36] = vec3[](
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(-1.0f,-1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f,-1.0f),
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(-1.0f, 1.0f,-1.0f),
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vec3(1.0f,-1.0f, 1.0f),
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(1.0f,-1.0f,-1.0f),
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vec3(1.0f, 1.0f,-1.0f),
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vec3(1.0f,-1.0f,-1.0f),
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f,-1.0f),
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vec3(1.0f,-1.0f, 1.0f),
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vec3(-1.0f,-1.0f, 1.0f),
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vec3(-1.0f,-1.0f,-1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f,-1.0f, 1.0f),
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vec3(1.0f,-1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f,-1.0f,-1.0f),
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vec3(1.0f, 1.0f,-1.0f),
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vec3(1.0f,-1.0f,-1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f,-1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f,-1.0f),
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vec3(-1.0f, 1.0f,-1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f,-1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f,-1.0f, 1.0f)
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);
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vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
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#ifdef MODE_DEBUG_LIGHT_FULL
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uvec3 posu = uvec3( gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y,gl_InstanceIndex / (params.bounds.y * params.bounds.x) );
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#else
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uint cell_index = gl_InstanceIndex + params.cell_offset;
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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);
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#endif
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#ifdef MODE_DEBUG_EMISSION
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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);
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#endif
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#ifdef MODE_DEBUG_COLOR
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color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
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#endif
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#ifdef MODE_DEBUG_LIGHT
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#ifdef USE_ANISOTROPY
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#define POS_X 0
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#define POS_Y 1
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#define POS_Z 2
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#define NEG_X 3
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#define NEG_Y 4
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#define NEG_Z 5
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const uint triangle_aniso[12] = uint[](
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NEG_X,
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NEG_Z,
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NEG_Y,
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NEG_Z,
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NEG_X,
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NEG_Y,
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POS_Z,
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POS_X,
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POS_X,
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POS_Y,
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POS_Y,
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POS_Z
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);
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color_interp.xyz = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level)).xyz * params.dynamic_range;
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vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex,tex_sampler),ivec3(posu),int(params.level)).xyz;
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vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex,tex_sampler),ivec3(posu),int(params.level)).xyz;
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uint side = triangle_aniso[gl_VertexIndex/3];
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float strength = 0.0;
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switch(side) {
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case POS_X: strength = aniso_pos.x; break;
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case POS_Y: strength = aniso_pos.y; break;
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case POS_Z: strength = aniso_pos.z; break;
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case NEG_X: strength = aniso_neg.x; break;
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case NEG_Y: strength = aniso_neg.y; break;
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case NEG_Z: strength = aniso_neg.z; break;
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}
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color_interp.xyz *= strength;
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#else
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color_interp = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level));
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color_interp.xyz * params.dynamic_range;
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#endif
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#endif
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float scale = (1<<params.level);
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gl_Position = params.projection * vec4((vec3(posu)+vertex)*scale,1.0);
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#ifdef MODE_DEBUG_LIGHT_FULL
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if (color_interp.a == 0.0) {
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gl_Position = vec4(0.0); //force clip and not draw
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}
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#else
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color_interp.a = params.alpha;
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#endif
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}
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[fragment]
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#version 450
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VERSION_DEFINES
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layout(location=0) in vec4 color_interp;
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layout(location=0) out vec4 frag_color;
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void main() {
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frag_color = color_interp;
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#ifdef MODE_DEBUG_LIGHT_FULL
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//there really is no alpha, so use dither
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int x = int(gl_FragCoord.x) % 4;
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int y = int(gl_FragCoord.y) % 4;
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int index = x + y * 4;
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float limit = 0.0;
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if (x < 8) {
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if (index == 0) limit = 0.0625;
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if (index == 1) limit = 0.5625;
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if (index == 2) limit = 0.1875;
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if (index == 3) limit = 0.6875;
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if (index == 4) limit = 0.8125;
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if (index == 5) limit = 0.3125;
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if (index == 6) limit = 0.9375;
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if (index == 7) limit = 0.4375;
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if (index == 8) limit = 0.25;
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if (index == 9) limit = 0.75;
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if (index == 10) limit = 0.125;
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if (index == 11) limit = 0.625;
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if (index == 12) limit = 1.0;
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if (index == 13) limit = 0.5;
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if (index == 14) limit = 0.875;
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if (index == 15) limit = 0.375;
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}
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if (frag_color.a < limit) {
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discard;
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}
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#endif
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}
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