-
Notifications
You must be signed in to change notification settings - Fork 1
/
draw_standard.frag.glsl
108 lines (91 loc) · 3.05 KB
/
draw_standard.frag.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
/*
* Copyright (c) 2022-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2022-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_16bit_storage : enable
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_NV_fragment_shader_barycentric : enable
#include "common.h"
#include "common_mesh.h"
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWSTD_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWSTD_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWSTD_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
#if USE_TEXTURE_NORMALS
layout(binding = 0, set=DSET_TEXTURES) uniform sampler2D tex2Ds[];
#endif
layout(push_constant) uniform pushDraw {
DrawPushData push;
};
////////////////////////////////////////////////////////////////
layout(location=0) in Interpolants {
vec3 wPos;
vec3 wNormal;
vec2 tex;
#if USE_TEXTURE_NORMALS
vec3 wTangent;
vec3 wBitangent;
#endif
} IN;
#if SURFACEVIS == SURFACEVIS_ANISOTROPY
layout(location=5) in pervertexNV PerVertex {
vec3 vwPos;
} INvtx[3];
#endif
////////////////////////////////////////////////////////////////
layout(location=0,index=0) out vec4 out_Color;
////////////////////////////////////////////////////////////////
#include "draw_shading.glsl"
void main()
{
#if SURFACEVIS == SURFACEVIS_SHADING
#if USE_FACET_SHADING
vec3 wNormal = -cross(dFdx(IN.wPos), dFdy(IN.wPos));
#else
vec3 wNormal = IN.wNormal;
#endif
out_Color = shading(push.instanceID, gl_PrimitiveID, IN.wPos, IN.tex, wNormal
#if USE_TEXTURE_NORMALS
,IN.wTangent ,IN.wBitangent
#endif
);
#else // Surface debug visualization
out_Color = surfaceVisShading(
#if SURFACEVIS == SURFACEVIS_ANISOTROPY
INvtx[0].vwPos, INvtx[1].vwPos, INvtx[2].vwPos,
#endif
gl_PrimitiveID);
#endif
}