godot/servers/visual/rasterizer_rd/shaders/giprobe_debug.glsl

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2019-10-04 04:39:08 +08:00
[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;
#ifdef USE_ANISOTROPY
layout (set=0,binding=4) uniform texture3D aniso_pos_tex;
layout (set=0,binding=5) uniform texture3D aniso_neg_tex;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;
float alpha;
uint level;
} 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;
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);
#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.xyz = texelFetch(sampler3D(color_tex,tex_sampler),ivec3(posu),int(params.level)).xyz * params.dynamic_range;
#endif
#endif
float scale = (1<<params.level);
color_interp.a = params.alpha;
gl_Position = params.projection * vec4((vec3(posu)+vertex)*scale,1.0);
}
[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;
}