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draw_uncompressed_lod.frag.glsl
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draw_uncompressed_lod.frag.glsl
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/*
* 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
#extension GL_NV_mesh_shader : enable
#include "common.h"
#include "common_mesh.h"
#include "common_barymap.h"
#include "common_micromesh_uncompressed.h"
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWUNCOMPRESSED_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_UNCOMPRESSED) uniform baryBuffer {
MicromeshUncData microdata;
};
#if USE_TEXTURE_NORMALS
layout(binding = 0, set=DSET_TEXTURES) uniform sampler2D tex2Ds[];
#endif
layout(push_constant) uniform pushDraw {
DrawMicromeshUncPushData push;
};
////////////////////////////////////////////////////////////////
#if SURFACEVIS == SURFACEVIS_SHADING
layout(location = 0) in Interpolants
{
vec3 wPos;
vec3 bary;
flat uint tri;
}
IN;
#endif
#if (SURFACEVIS == SURFACEVIS_SHADING && USE_MICROVERTEX_NORMALS) \
|| (SURFACEVIS == SURFACEVIS_ANISOTROPY)
layout(location = 3) in pervertexNV PerVertex
{
#if (SURFACEVIS == SURFACEVIS_SHADING && USE_MICROVERTEX_NORMALS)
uint vidx;
#endif
#if SURFACEVIS == SURFACEVIS_ANISOTROPY
vec3 vwPos; // Copy of wPos; aliasing with wPos is unfortunately invalid.
#endif
}
INvtx[3];
#endif
////////////////////////////////////////////////////////////////
layout(location=0,index=0) out vec4 out_Color;
////////////////////////////////////////////////////////////////
#include "draw_shading.glsl"
void main()
{
#if SURFACEVIS == SURFACEVIS_SHADING
{
uint tri = IN.tri;
uvec3 triIndices = uvec3( mesh.indices.d[tri * 3 + 0],
mesh.indices.d[tri * 3 + 1],
mesh.indices.d[tri * 3 + 2]) + push.firstVertex;
// Generate vertices
mat4 worldMatrix = mesh.instances.d[push.instanceID].worldMatrix;
mat4 worldMatrixIT = transpose(inverse(worldMatrix));
vec3 wPos = IN.wPos;
vec2 tex = getInterpolatedArray(mesh.tex0s.d, triIndices, IN.bary);
#if USE_FACET_SHADING
vec3 wNormal = -cross(dFdx(IN.wPos), dFdy(IN.wPos));
#elif USE_TEXTURE_NORMALS
vec3 wNormal = mat3(worldMatrixIT) * getInterpolatedArrayUvec(mesh.normals.d, triIndices, IN.bary);
vec3 wTangent = mat3(worldMatrixIT) * getInterpolatedArrayUvec(mesh.tangents.d, triIndices, IN.bary);
vec3 wBitangent = mat3(worldMatrixIT) * getInterpolatedArrayUvec(mesh.bitangents.d, triIndices, IN.bary);
#elif USE_MICROVERTEX_NORMALS
uvec3 baryIndices = uvec3(INvtx[0].vidx, INvtx[1].vidx, INvtx[2].vidx);
vec3 wNormal = mat3(worldMatrixIT) * getInterpolatedArrayUvec(microdata.attrNormals.d, baryIndices, vec3(gl_BaryCoordNV));
#else
vec3 wNormal = mat3(worldMatrixIT) * getInterpolatedArrayUvec(mesh.normals.d, triIndices, IN.bary);
#endif
out_Color = shading(push.instanceID, gl_PrimitiveID, wPos, tex, wNormal
#if USE_TEXTURE_NORMALS
, wTangent, 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
}