124 lines
3.2 KiB
GLSL
124 lines
3.2 KiB
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);
|
|
} |