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xsl
2025-09-04 10:54:47 +08:00
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
#extension GL_ARB_sparse_texture2 : enable
layout(binding = 1) uniform sampler2D texSampler;
layout(binding = 2) uniform settingsData {
bool color_highlight;
int minLOD;
int maxLOD;
} settings;
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOutColor;
vec3 color_blend_table[5] =
{
{1.00, 1.00, 1.00},
{0.80, 0.60, 0.40},
{0.60, 0.80, 0.60},
{0.40, 0.60, 0.80},
{0.20, 0.20, 0.20},
};
void main() {
vec4 color = vec4(0.0);
int lod = settings.minLOD;
int residencyCode = sparseTextureLodARB(texSampler, fragTexCoord, lod, color);
for(++lod; (lod <= settings.maxLOD) && !sparseTexelsResidentARB(residencyCode); ++lod)
{
residencyCode = sparseTextureLodARB(texSampler, fragTexCoord, lod, color);
}
if (settings.color_highlight)
{
lod -= 1;
color.xyz = (color.xyz * color_blend_table[lod]);
}
fragOutColor = color;
}
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(binding = 0) uniform mvpTransform {
mat4 model;
mat4 view;
mat4 proj;
} mvp;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inTexCoord;
layout(location = 0) out vec2 fragTexCoord;
void main() {
gl_Position = mvp.proj * mvp.view * mvp.model * vec4(inPosition, 0.0, 1.0);
fragTexCoord = inTexCoord;
}
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
struct SettingsData
{
bool color_highlight;
int minLOD;
int maxLOD;
};
[[vk::binding(2, 0)]]
ConstantBuffer<SettingsData> settings : register(b2);
static float3 color_blend_table[5] =
{
{1.00, 1.00, 1.00},
{0.80, 0.60, 0.40},
{0.60, 0.80, 0.60},
{0.40, 0.60, 0.80},
{0.20, 0.20, 0.20},
};
float4 main(VSOutput input) : SV_TARGET0
{
float4 color = float4(0.0, 0.0, 0.0, 1.0);
int lod = settings.minLOD;
uint residencyCode;
do
{
color = textureColor.SampleLevel(samplerColor, input.UV, lod, 0, residencyCode);
lod += 1.0f;
} while (!CheckAccessFullyMapped(residencyCode));
if (settings.color_highlight)
{
lod -= 1;
color.xyz = (color.xyz * color_blend_table[lod]);
}
return color;
}
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct MvpTransform
{
float4x4 model;
float4x4 view;
float4x4 proj;
};
[[vk::binding(0, 0)]]
ConstantBuffer<MvpTransform> mvp : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UV = input.UV;
output.Pos = mul(mvp.proj, mul(mvp.view, mul(mvp.model, float4(input.Pos.xyz, 1.0))));
return output;
}
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