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xsl
2025-09-04 10:54:47 +08:00
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#version 450
/* Copyright (c) 2023, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
layout (location = 0) in vec2 inUV;
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 projection;
mat4 view;
float background_grayscale;
uint sortFragments;
uint fragmentMaxCount;
uint sortedFragmentCount;
} sceneConstants;
////////////////////////////////////////
layout(set = 0, binding = 5) uniform sampler2D backgroundTex;
////////////////////////////////////////
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(backgroundTex, inUV) * sceneConstants.background_grayscale;
}
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#version 450
/* Copyright (c) 2023-2024, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
#define LINKED_LIST_END_SENTINEL 0xFFFFFFFFU
// For performance reasons, this should be kept as low as result correctness allows.
#define SORTED_FRAGMENT_MAX_COUNT 16U
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 projection;
mat4 view;
float background_grayscale;
uint sortFragments;
uint fragmentMaxCount;
uint sortedFragmentCount;
} sceneConstants;
layout(set = 0, binding = 2, r32ui) uniform uimage2D linkedListHeadTex;
layout(set = 0, binding = 3) buffer FragmentBuffer {
uvec3 data[];
} fragmentBuffer;
layout(set = 0, binding = 4) buffer FragmentCounter {
uint value;
} fragmentCounter;
////////////////////////////////////////
layout (location = 0) out vec4 outFragColor;
////////////////////////////////////////
// Blend two colors.
// The alpha channel keeps track of the amount of visibility of the background.
vec4 blendColors(uint packedSrcColor, vec4 dstColor)
{
const vec4 srcColor = unpackUnorm4x8(packedSrcColor);
float alphaResult = srcColor.a + dstColor.a * (1.0f - srcColor.a);
vec3 rgbResult = (srcColor.rgb * srcColor.a + dstColor.rgb * dstColor.a * (1.0f - srcColor.a)) / alphaResult;
return vec4(rgbResult, alphaResult);
}
// Sort and blend fragments from the linked list.
// For performance reasons, the maximum number of sorted fragments is limited.
// Approximations are used when the number of fragments is over the limit.
vec4 mergeWithSort(uint firstFragmentIndex)
{
// Fragments are sorted from back to front.
// e.g. sortedFragments[0] is the farthest from the camera.
uvec2 sortedFragments[SORTED_FRAGMENT_MAX_COUNT];
uint sortedFragmentCount = 0U;
const uint kSortedFragmentMaxCount = min(sceneConstants.sortedFragmentCount, SORTED_FRAGMENT_MAX_COUNT);
vec4 color = vec4(0.0f);
uint fragmentIndex = firstFragmentIndex;
while(fragmentIndex != LINKED_LIST_END_SENTINEL)
{
const uvec3 fragment = fragmentBuffer.data[fragmentIndex];
fragmentIndex = fragment.x;
if(sortedFragmentCount < kSortedFragmentMaxCount)
{
// There is still room in the sorted list.
// Insert the fragment so that the list stay sorted.
uint i = sortedFragmentCount;
for(; (i > 0) && (fragment.z < sortedFragments[i - 1].y); --i)
{
sortedFragments[i] = sortedFragments[i - 1];
}
sortedFragments[i] = fragment.yz;
++sortedFragmentCount;
}
else if(sortedFragments[0].y < fragment.z)
{
// The fragment is closer than the farthest sorted one.
// First, make room by blending the farthest fragment from the sorted list.
// Then, insert the fragment in the sorted list.
// This is an approximation.
color = blendColors(sortedFragments[0].x, color);
uint i = 0;
for(; (i < kSortedFragmentMaxCount - 1) && (sortedFragments[i + 1].y < fragment.z); ++i)
{
sortedFragments[i] = sortedFragments[i + 1];
}
sortedFragments[i] = fragment.yz;
}
else
{
// The next fragment is farther than any of the sorted ones.
// Blend it early.
// This is an approximation.
color = blendColors(fragment.y, color);
}
}
// Early return if there are no fragments.
if(sortedFragmentCount == 0)
{
return vec4(0.0f);
}
// Blend the sorted fragments to get the final color.
for(int i = 0; i < sortedFragmentCount; ++i)
{
color = blendColors(sortedFragments[i].x, color);
}
return color;
}
// Blend fragments from the linked list without sorting them.
vec4 mergeWithoutSort(uint firstFragmentIndex)
{
vec4 color = vec4(0.0f);
uint fragmentIndex = firstFragmentIndex;
while(fragmentIndex != LINKED_LIST_END_SENTINEL)
{
const uvec3 fragment = fragmentBuffer.data[fragmentIndex];
fragmentIndex = fragment.x;
color = blendColors(fragment.y, color);
}
return color;
}
void main()
{
// Reset the atomic counter for the next frame.
// Note that we don't care about atomicity here, as all threads will write the same value.
fragmentCounter.value = 0;
// Get the first fragment index in the linked list.
uint fragmentIndex = imageLoad(linkedListHeadTex, ivec2(gl_FragCoord.xy)).r;
// Reset the list head for the next frame.
imageStore(linkedListHeadTex, ivec2(gl_FragCoord.xy), uvec4(LINKED_LIST_END_SENTINEL, 0, 0, 0));
// Compute the final color.
outFragColor = (sceneConstants.sortFragments == 1U) ? mergeWithSort(fragmentIndex) : mergeWithoutSort(fragmentIndex);
}
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#version 450
/* Copyright (c) 2023, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
void main()
{
const vec2 fullscreen_triangle[] =
{
vec2(-1.0f, 3.0f),
vec2(-1.0f, -1.0f),
vec2( 3.0f, -1.0f),
};
const vec2 vertex = fullscreen_triangle[gl_VertexIndex % 3];
gl_Position = vec4(vertex, 0.0f, 1.0f);
}
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#version 450
/* Copyright (c) 2023, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
layout (location = 0) out vec2 outUV;
////////////////////////////////////////
void main()
{
const vec4 fullscreen_triangle[] =
{
vec4(-1.0f, 3.0f, 0.0f, 2.0f),
vec4(-1.0f, -1.0f, 0.0f, 0.0f),
vec4( 3.0f, -1.0f, 2.0f, 0.0f),
};
const vec4 vertex = fullscreen_triangle[gl_VertexIndex % 3];
gl_Position = vec4(vertex.xy, 0.0f, 1.0f);
outUV = vertex.zw;
}
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#version 450
/* Copyright (c) 2023, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
layout (location = 0) in vec4 inColor;
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 projection;
mat4 view;
float background_grayscale;
uint sortFragments;
uint fragmentMaxCount;
uint sortedFragmentCount;
} sceneConstants;
layout(set = 0, binding = 2, r32ui) uniform uimage2D linkedListHeadTex;
layout(set = 0, binding = 3) buffer FragmentBuffer {
uvec3 data[];
} fragmentBuffer;
layout(set = 0, binding = 4) buffer FragmentCounter {
uint value;
} fragmentCounter;
////////////////////////////////////////
void main()
{
// Get the next fragment index
const uint nextFragmentIndex = atomicAdd(fragmentCounter.value, 1U);
// Ignore the fragment if the fragment buffer is full
if(nextFragmentIndex >= sceneConstants.fragmentMaxCount)
{
discard;
}
// Update the linked list head
const uint previousFragmentIndex = imageAtomicExchange(linkedListHeadTex, ivec2(gl_FragCoord.xy), nextFragmentIndex);
// Add the fragment to the buffer
fragmentBuffer.data[nextFragmentIndex] = uvec3(previousFragmentIndex, packUnorm4x8(inColor), floatBitsToUint(gl_FragCoord.z));
}
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#version 450
/* Copyright (c) 2023, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
layout (location = 0) in vec3 inPos;
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 projection;
mat4 view;
float background_grayscale;
uint sortFragments;
uint fragmentMaxCount;
uint sortedFragmentCount;
} sceneConstants;
const uint kInstanceCount = 64;
struct Instance
{
mat4 model;
vec4 color;
};
layout (binding = 1) uniform InstanceData
{
Instance instance[kInstanceCount];
} instanceData;
////////////////////////////////////////
layout (location = 0) out vec4 outColor;
////////////////////////////////////////
void main()
{
const Instance instance = instanceData.instance[gl_InstanceIndex];
gl_Position = sceneConstants.projection * sceneConstants.view * instance.model * vec4(inPos, 1.0f);
outColor = instance.color;
}
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