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dray_blit.frag.glsl
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dray_blit.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_buffer_reference2 : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_8bit_storage : 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_shader_image_int64 : enable
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_vote : require
#extension GL_KHR_shader_subgroup_arithmetic : require
#extension GL_KHR_shader_subgroup_shuffle : require
#extension GL_KHR_shader_subgroup_shuffle_relative : require
#include "common.h"
////////////////////////////////////////
layout(scalar, binding = DRAWRAY_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWRAY_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(binding=DRAWRAY_IMG_OUT, r64ui) uniform u64image2DArray imgOutBuffer;
////////////////////////////////////////
layout(location=0, index=0) out vec4 out_Color;
////////////////////////////////////////
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
uint64_t pixel64 = imageLoad(imgOutBuffer, ivec3(coord,0)).x;
uvec2 pixel = unpackUint2x32(pixel64);
uint clearDepth = 0xFFFFFFFFu;
vec4 color = unpackUnorm4x8(pixel.x);
out_Color = color;
gl_FragDepth = uintBitsToFloat(pixel.y);
}