#[vertex] #version 450 #VERSION_DEFINES struct CellData { uint position; // xyz 10 bits uint albedo; //rgb albedo uint emission; //rgb normalized with e as multiplier uint normal; //RGB normal encoded }; layout(set = 0, binding = 1, std140) buffer CellDataBuffer { CellData data[]; } cell_data; layout(set = 0, binding = 2) uniform texture3D color_tex; layout(set = 0, binding = 3) uniform sampler tex_sampler; layout(push_constant, binding = 0, std430) uniform Params { mat4 projection; uint cell_offset; float dynamic_range; float alpha; uint level; ivec3 bounds; uint pad; } params; layout(location = 0) out vec4 color_interp; void main() { const vec3 cube_triangles[36] = vec3[]( vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, -1.0f, 1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f, -1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, 1.0f, -1.0f), vec3(1.0f, -1.0f, 1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(1.0f, -1.0f, -1.0f), vec3(1.0f, 1.0f, -1.0f), vec3(1.0f, -1.0f, -1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f, -1.0f), vec3(1.0f, -1.0f, 1.0f), vec3(-1.0f, -1.0f, 1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(-1.0f, -1.0f, 1.0f), vec3(1.0f, -1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, -1.0f, -1.0f), vec3(1.0f, 1.0f, -1.0f), vec3(1.0f, -1.0f, -1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, -1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f, -1.0f), vec3(-1.0f, 1.0f, -1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f, -1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f, 1.0f, 1.0f), vec3(-1.0f, 1.0f, 1.0f), vec3(1.0f, -1.0f, 1.0f)); vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5; #ifdef MODE_DEBUG_LIGHT_FULL uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x)); #else uint cell_index = gl_InstanceIndex + params.cell_offset; uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21); #endif #ifdef MODE_DEBUG_EMISSION color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); #endif #ifdef MODE_DEBUG_COLOR color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz; #endif #ifdef MODE_DEBUG_LIGHT #ifdef USE_ANISOTROPY #define POS_X 0 #define POS_Y 1 #define POS_Z 2 #define NEG_X 3 #define NEG_Y 4 #define NEG_Z 5 const uint triangle_aniso[12] = uint[]( NEG_X, NEG_Z, NEG_Y, NEG_Z, NEG_X, NEG_Y, POS_Z, POS_X, POS_X, POS_Y, POS_Y, POS_Z); color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range; vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; uint side = triangle_aniso[gl_VertexIndex / 3]; float strength = 0.0; switch (side) { case POS_X: strength = aniso_pos.x; break; case POS_Y: strength = aniso_pos.y; break; case POS_Z: strength = aniso_pos.z; break; case NEG_X: strength = aniso_neg.x; break; case NEG_Y: strength = aniso_neg.y; break; case NEG_Z: strength = aniso_neg.z; break; } color_interp.xyz *= strength; #else color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)); color_interp.xyz *params.dynamic_range; #endif #endif float scale = (1 << params.level); gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0); #ifdef MODE_DEBUG_LIGHT_FULL if (color_interp.a == 0.0) { gl_Position = vec4(0.0); //force clip and not draw } #else color_interp.a = params.alpha; #endif } #[fragment] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 color_interp; layout(location = 0) out vec4 frag_color; void main() { frag_color = color_interp; #ifdef MODE_DEBUG_LIGHT_FULL //there really is no alpha, so use dither int x = int(gl_FragCoord.x) % 4; int y = int(gl_FragCoord.y) % 4; int index = x + y * 4; float limit = 0.0; if (x < 8) { if (index == 0) limit = 0.0625; if (index == 1) limit = 0.5625; if (index == 2) limit = 0.1875; if (index == 3) limit = 0.6875; if (index == 4) limit = 0.8125; if (index == 5) limit = 0.3125; if (index == 6) limit = 0.9375; if (index == 7) limit = 0.4375; if (index == 8) limit = 0.25; if (index == 9) limit = 0.75; if (index == 10) limit = 0.125; if (index == 11) limit = 0.625; if (index == 12) limit = 1.0; if (index == 13) limit = 0.5; if (index == 14) limit = 0.875; if (index == 15) limit = 0.375; } if (frag_color.a < limit) { discard; } #endif }