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Vulkan-Samples/shaders/fragment_shading_rate_dynamic/scene.frag
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2025-09-04 10:54:47 +08:00

124 lines
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GLSL

#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);
}