diff options
Diffstat (limited to 'modules/lightmapper_rd/lm_blendseams.glsl')
-rw-r--r-- | modules/lightmapper_rd/lm_blendseams.glsl | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/lm_blendseams.glsl b/modules/lightmapper_rd/lm_blendseams.glsl new file mode 100644 index 0000000000..ef1ece8ea1 --- /dev/null +++ b/modules/lightmapper_rd/lm_blendseams.glsl @@ -0,0 +1,117 @@ +/* clang-format off */ +[versions] + +lines = "#define MODE_LINES" +triangles = "#define MODE_TRIANGLES" + +[vertex] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + /* clang-format on */ + + layout(push_constant, binding = 0, std430) uniform Params { + uint base_index; + uint slice; + vec2 uv_offset; + bool debug; + float blend; + uint pad[2]; + } params; + +layout(location = 0) out vec3 uv_interp; + +void main() { + +#ifdef MODE_TRIANGLES + + uint triangle_idx = params.base_index + gl_VertexIndex / 3; + uint triangle_subidx = gl_VertexIndex % 3; + + vec2 uv; + if (triangle_subidx == 0) { + uv = vertices.data[triangles.data[triangle_idx].indices.x].uv; + } else if (triangle_subidx == 1) { + uv = vertices.data[triangles.data[triangle_idx].indices.y].uv; + } else { + uv = vertices.data[triangles.data[triangle_idx].indices.z].uv; + } + + uv_interp = vec3(uv, float(params.slice)); + gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); + +#endif + +#ifdef MODE_LINES + uint seam_idx = params.base_index + gl_VertexIndex / 4; + uint seam_subidx = gl_VertexIndex % 4; + + uint src_idx; + uint dst_idx; + + if (seam_subidx == 0) { + src_idx = seams.data[seam_idx].b.x; + dst_idx = seams.data[seam_idx].a.x; + } else if (seam_subidx == 1) { + src_idx = seams.data[seam_idx].b.y; + dst_idx = seams.data[seam_idx].a.y; + } else if (seam_subidx == 2) { + src_idx = seams.data[seam_idx].a.x; + dst_idx = seams.data[seam_idx].b.x; + } else if (seam_subidx == 3) { + src_idx = seams.data[seam_idx].a.y; + dst_idx = seams.data[seam_idx].b.y; + } + + vec2 src_uv = vertices.data[src_idx].uv; + vec2 dst_uv = vertices.data[dst_idx].uv + params.uv_offset; + + uv_interp = vec3(src_uv, float(params.slice)); + gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0); + ; +#endif +} + +/* clang-format off */ +[fragment] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + /* clang-format on */ + + layout(push_constant, binding = 0, std430) uniform Params { + uint base_index; + uint slice; + vec2 uv_offset; + bool debug; + float blend; + uint pad[2]; + } params; + +layout(location = 0) in vec3 uv_interp; + +layout(location = 0) out vec4 dst_color; + +layout(set = 1, binding = 0) uniform texture2DArray src_color_tex; + +void main() { + + if (params.debug) { +#ifdef MODE_TRIANGLES + dst_color = vec4(1, 0, 1, 1); +#else + dst_color = vec4(1, 1, 0, 1); +#endif + } else { + vec4 src_color = textureLod(sampler2DArray(src_color_tex, linear_sampler), uv_interp, 0.0); + dst_color = vec4(src_color.rgb, params.blend); //mix + } +} |