init
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#version 450
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/* Copyright (c) 2023, Google
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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 vec4 inColor;
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////////////////////////////////////////
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layout(set = 0, binding = 0) uniform SceneConstants
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{
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mat4 projection;
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mat4 view;
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float background_grayscale;
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uint sortFragments;
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uint fragmentMaxCount;
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uint sortedFragmentCount;
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} sceneConstants;
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layout(set = 0, binding = 2, r32ui) uniform uimage2D linkedListHeadTex;
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layout(set = 0, binding = 3) buffer FragmentBuffer {
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uvec3 data[];
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} fragmentBuffer;
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layout(set = 0, binding = 4) buffer FragmentCounter {
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uint value;
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} fragmentCounter;
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////////////////////////////////////////
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void main()
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{
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// Get the next fragment index
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const uint nextFragmentIndex = atomicAdd(fragmentCounter.value, 1U);
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// Ignore the fragment if the fragment buffer is full
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if(nextFragmentIndex >= sceneConstants.fragmentMaxCount)
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{
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discard;
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}
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// Update the linked list head
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const uint previousFragmentIndex = imageAtomicExchange(linkedListHeadTex, ivec2(gl_FragCoord.xy), nextFragmentIndex);
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// Add the fragment to the buffer
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fragmentBuffer.data[nextFragmentIndex] = uvec3(previousFragmentIndex, packUnorm4x8(inColor), floatBitsToUint(gl_FragCoord.z));
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}
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