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Vulkan-Samples/shaders/oit_linked_lists/gather.frag
T
2025-09-04 10:54:47 +08:00

63 lines
1.7 KiB
GLSL

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