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#version 450
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/* Copyright (c) 2020-2021, Holochip
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(binding = 0, rg8ui) uniform readonly uimage2D input_frequency;
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layout(binding = 1, r8ui) uniform writeonly uimage2D output_sampling_rate;
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layout(binding = 2) buffer FrequencyInformation
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{
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uvec4 settings; // {frame_width, frame_height, output_width, output_height}
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uvec4 frequency_information; // { max_rate_x, max_rate_y, n_rates, ...}
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uvec2 rates[];
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}
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params;
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void main()
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{
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const uint x0 = gl_GlobalInvocationID.x,
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y0 = gl_GlobalInvocationID.y,
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frame_width = params.settings[0],
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frame_height = params.settings[1],
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output_width = params.settings[2],
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output_height = params.settings[3];
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const uint delta_x = max(1, uint(round(float(frame_width) / float(output_width)))),
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delta_y = max(1, uint(round(float(frame_height) / float(output_height))));
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if (x0 >= output_width || y0 >= output_height)
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{
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return;
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}
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vec2 max_freqs = vec2(0, 0);
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for (uint i = 0; i < delta_x; ++i)
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{
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for (uint j = 0; j < delta_y; ++j)
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{
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ivec2 coord = ivec2(delta_x * x0 + i, delta_y * y0 + j);
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vec2 freq = vec2(imageLoad(input_frequency, coord)) / 255.f;
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max_freqs = max(max_freqs, freq);
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}
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}
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vec2 freqs = min(1.25 * sqrt(max_freqs), vec2(1, 1));
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const float min_rate = 1,
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max_rate = max(params.frequency_information.x, params.frequency_information.y);
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const vec2 optimal_rate = freqs * vec2(min_rate, min_rate) + (1 - freqs) * vec2(max_rate, max_rate); //round(frequency * min_rate + (1 - frequency) * max_rate);
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const uint n_rates = params.frequency_information.z;
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uint optimal_rate_index = 0;
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float current_cost = 1 + 2 * max_rate * max_rate;
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for (uint i = 0; i < n_rates; ++i)
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{
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uvec2 rate = params.rates[i];
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float cost = (rate.x - optimal_rate.x) * (rate.x - optimal_rate.x) + (rate.y - optimal_rate.y) * (rate.y - optimal_rate.y);
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if (cost < current_cost)
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{
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current_cost = cost;
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optimal_rate_index = i;
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}
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}
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uint optimal_rate_x = params.rates[optimal_rate_index].x, optimal_rate_y = params.rates[optimal_rate_index].y;
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uint rate_code = uint(optimal_rate_y >> 1) | ((optimal_rate_x << 1) & 12);
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imageStore(output_sampling_rate, ivec2(x0, y0), uvec4(rate_code));
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}
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@@ -0,0 +1,124 @@
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#version 450
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/* Copyright (c) 2020-2021, Holochip
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#extension GL_EXT_fragment_shading_rate : require
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layout(binding = 1) uniform sampler2D samplerEnvMap;
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layout(binding = 2) uniform sampler2D samplerSphere;
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layout(binding = 3, rg8ui) uniform readonly uimage2D input_frequency;
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layout(binding = 4, r8ui) uniform readonly uimage2D output_sampling_rate;
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layout(location = 0) in vec2 inUV;
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layout(location = 1) in vec3 inPos;
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layout(location = 2) in vec3 inNormal;
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layout(location = 3) in vec3 inViewVec;
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layout(location = 4) in vec3 inLightVec;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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mat4 skybox_modelview;
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int color_shading_rates;
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}
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ubo;
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out uvec2 outFrequency;
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layout(push_constant) uniform Push_Constants
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{
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vec4 offset;
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int object_type;
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}
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push_constants;
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void main()
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{
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vec4 color;
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float freq_x = 0, freq_y = 0;
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switch (push_constants.object_type)
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{
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case 0: // Skysphere
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{
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color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t));
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vec3 dx = dFdx(color.xyz);
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vec3 dy = dFdx(color.xyz);
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freq_x = dot(dx, dx);
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freq_y = dot(dy, dy);
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}
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break;
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case 1: // Phong shading
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{
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vec4 tex_value = texture(samplerSphere, vec2(inUV.s, 1.0 - inUV.t));
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vec3 ambient = tex_value.rgb;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = vec3(max(dot(N, L), 0.0));
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vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
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color = vec4(ambient + diffuse + specular, 1.0);
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vec3 dx = dFdx(color.xyz);
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vec3 dy = dFdy(color.xyz);
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freq_x = dot(dx, dx);
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freq_y = dot(dy, dy);
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}
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break;
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}
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if (ubo.color_shading_rates == 1)
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{
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// Visualize fragment shading rates
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int v = 1;
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int h = 1;
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if ((gl_ShadingRateEXT & gl_ShadingRateFlag2VerticalPixelsEXT) == gl_ShadingRateFlag2VerticalPixelsEXT)
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{
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v = 2;
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}
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if ((gl_ShadingRateEXT & gl_ShadingRateFlag4VerticalPixelsEXT) == gl_ShadingRateFlag4VerticalPixelsEXT)
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{
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v = 4;
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}
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if ((gl_ShadingRateEXT & gl_ShadingRateFlag2HorizontalPixelsEXT) == gl_ShadingRateFlag2HorizontalPixelsEXT)
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{
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h = 2;
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}
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if ((gl_ShadingRateEXT & gl_ShadingRateFlag4HorizontalPixelsEXT) == gl_ShadingRateFlag4HorizontalPixelsEXT)
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{
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h = 4;
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}
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outColor = vec4(vec3(1, 1, 1) * (1 - h * v / 16.0), 1);
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}
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else if (ubo.color_shading_rates == 2)
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{
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ivec2 coord = ivec2(gl_FragCoord);
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outColor = imageLoad(input_frequency, coord);
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}
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else
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{
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outColor = vec4(color.rgb, 1.0);
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}
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outFrequency = uvec2(255 * freq_x, 255 * freq_y);
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}
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@@ -0,0 +1,64 @@
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#version 450
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/* Copyright (c) 2020-2021, Holochip
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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mat4 skybox_modelview;
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int color_shading_rates;
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}
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ubo;
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layout(location = 0) out vec2 outUV;
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layout(location = 1) out vec3 outPos;
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layout(location = 2) out vec3 outNormal;
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layout(location = 3) out vec3 outViewVec;
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layout(location = 4) out vec3 outLightVec;
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layout(push_constant) uniform Push_Constants
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{
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vec4 offset;
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int object_type;
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}
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push_constants;
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void main()
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{
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switch (push_constants.object_type)
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{
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case 0: // Skysphere
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outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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break;
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case 1: // Object
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vec3 localPos = inPos + push_constants.offset.xyz;
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outPos = vec3(ubo.modelview * vec4(localPos, 1.0));
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gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0);
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break;
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}
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outUV = inUV;
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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