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path: root/modules/lightmapper_rd/lm_blendseams.glsl
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/* 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
	}
}