168 lines
4 KiB
GLSL
168 lines
4 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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}
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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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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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}
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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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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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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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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)
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limit = 0.0625;
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if (index == 1)
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limit = 0.5625;
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if (index == 2)
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limit = 0.1875;
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if (index == 3)
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limit = 0.6875;
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if (index == 4)
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limit = 0.8125;
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if (index == 5)
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limit = 0.3125;
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if (index == 6)
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limit = 0.9375;
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if (index == 7)
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limit = 0.4375;
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if (index == 8)
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limit = 0.25;
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if (index == 9)
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limit = 0.75;
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if (index == 10)
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limit = 0.125;
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if (index == 11)
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limit = 0.625;
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if (index == 12)
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limit = 1.0;
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if (index == 13)
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limit = 0.5;
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if (index == 14)
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limit = 0.875;
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if (index == 15)
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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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