#version 450 /* Copyright (c) 2020-2021, Holochip * * 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. */ #extension GL_EXT_fragment_shading_rate : require layout(binding = 1) uniform sampler2D samplerEnvMap; layout(binding = 2) uniform sampler2D samplerSphere; layout(binding = 3, rg8ui) uniform readonly uimage2D input_frequency; layout(binding = 4, r8ui) uniform readonly uimage2D output_sampling_rate; layout(location = 0) in vec2 inUV; layout(location = 1) in vec3 inPos; layout(location = 2) in vec3 inNormal; layout(location = 3) in vec3 inViewVec; layout(location = 4) in vec3 inLightVec; layout(binding = 0) uniform UBO { mat4 projection; mat4 modelview; mat4 skybox_modelview; int color_shading_rates; } ubo; layout(location = 0) out vec4 outColor; layout(location = 1) out uvec2 outFrequency; layout(push_constant) uniform Push_Constants { vec4 offset; int object_type; } push_constants; void main() { vec4 color; float freq_x = 0, freq_y = 0; switch (push_constants.object_type) { case 0: // Skysphere { color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t)); vec3 dx = dFdx(color.xyz); vec3 dy = dFdx(color.xyz); freq_x = dot(dx, dx); freq_y = dot(dy, dy); } break; case 1: // Phong shading { vec4 tex_value = texture(samplerSphere, vec2(inUV.s, 1.0 - inUV.t)); vec3 ambient = tex_value.rgb; vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = vec3(max(dot(N, L), 0.0)); vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0)); color = vec4(ambient + diffuse + specular, 1.0); vec3 dx = dFdx(color.xyz); vec3 dy = dFdy(color.xyz); freq_x = dot(dx, dx); freq_y = dot(dy, dy); } break; } if (ubo.color_shading_rates == 1) { // Visualize fragment shading rates int v = 1; int h = 1; if ((gl_ShadingRateEXT & gl_ShadingRateFlag2VerticalPixelsEXT) == gl_ShadingRateFlag2VerticalPixelsEXT) { v = 2; } if ((gl_ShadingRateEXT & gl_ShadingRateFlag4VerticalPixelsEXT) == gl_ShadingRateFlag4VerticalPixelsEXT) { v = 4; } if ((gl_ShadingRateEXT & gl_ShadingRateFlag2HorizontalPixelsEXT) == gl_ShadingRateFlag2HorizontalPixelsEXT) { h = 2; } if ((gl_ShadingRateEXT & gl_ShadingRateFlag4HorizontalPixelsEXT) == gl_ShadingRateFlag4HorizontalPixelsEXT) { h = 4; } outColor = vec4(vec3(1, 1, 1) * (1 - h * v / 16.0), 1); } else if (ubo.color_shading_rates == 2) { ivec2 coord = ivec2(gl_FragCoord); outColor = imageLoad(input_frequency, coord); } else { outColor = vec4(color.rgb, 1.0); } outFrequency = uvec2(255 * freq_x, 255 * freq_y); }