mirror of
https://github.com/godotengine/godot.git
synced 2025-04-01 00:41:35 +08:00
Merge pull request #80311 from darksylinc/matias-fullscreen-tri
Use fullscreen tri instead of quad
This commit is contained in:
commit
40ca09364d
@ -359,11 +359,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -393,11 +392,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
|
||||
// Pass 2
|
||||
@ -418,11 +416,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
|
||||
if (bokeh.push_constant.half_size) {
|
||||
@ -438,11 +435,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -471,11 +467,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
|
||||
if (bokeh.push_constant.half_size) {
|
||||
@ -491,11 +486,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
} else {
|
||||
CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
|
||||
|
@ -696,11 +696,9 @@ void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_textu
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
|
||||
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -803,12 +801,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
|
||||
RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
|
||||
}
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
|
||||
blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
|
||||
@ -820,12 +817,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
|
||||
draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
blur_raster.push_constant.flags = base_flags;
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -1055,11 +1051,10 @@ void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_fra
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -1136,11 +1131,10 @@ void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebu
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -1214,11 +1208,10 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -1269,8 +1262,7 @@ void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_b
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
|
||||
RD::get_singleton()->draw_command_end_label();
|
||||
|
@ -191,11 +191,10 @@ void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_
|
||||
RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
|
||||
}
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
} else {
|
||||
|
@ -170,10 +170,9 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
@ -250,8 +249,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
|
||||
RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
|
||||
RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(p_subpass_draw_list, false, 1u, 0u);
|
||||
}
|
||||
|
@ -85,9 +85,8 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
|
||||
// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
|
@ -249,11 +249,9 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
|
||||
}
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
|
||||
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
|
||||
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -941,23 +939,6 @@ void sky() {
|
||||
|
||||
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
|
||||
}
|
||||
|
||||
{ //create index array for copy shaders
|
||||
Vector<uint8_t> pv;
|
||||
pv.resize(6 * 4);
|
||||
{
|
||||
uint8_t *w = pv.ptrw();
|
||||
int *p32 = (int *)w;
|
||||
p32[0] = 0;
|
||||
p32[1] = 1;
|
||||
p32[2] = 2;
|
||||
p32[3] = 0;
|
||||
p32[4] = 2;
|
||||
p32[5] = 3;
|
||||
}
|
||||
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
|
||||
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
|
||||
@ -990,8 +971,6 @@ SkyRD::~SkyRD() {
|
||||
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
|
||||
RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
|
||||
}
|
||||
|
||||
void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
|
||||
|
@ -70,9 +70,6 @@ public:
|
||||
private:
|
||||
RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
|
||||
|
||||
RID index_buffer;
|
||||
RID index_array;
|
||||
|
||||
enum SkyTextureSetVersion {
|
||||
SKY_TEXTURE_SET_BACKGROUND,
|
||||
SKY_TEXTURE_SET_HALF_RES,
|
||||
|
@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -31,9 +31,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -35,9 +35,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -11,9 +11,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
|
@ -27,16 +27,11 @@ layout(location = 0) out vec2 uv_interp;
|
||||
#endif //USE_MULTIVIEW
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
|
||||
|
||||
gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
|
||||
#else
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
#ifdef MULTIVIEW
|
||||
uv_interp.z = ViewIndex;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -13,9 +13,9 @@
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
}
|
||||
|
||||
#[fragment]
|
||||
|
@ -20,13 +20,12 @@ layout(location = 0) out vec2 uv_interp;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp.xy = base_arr[gl_VertexIndex];
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
|
||||
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
|
||||
uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
|
||||
#ifdef MULTIVIEW
|
||||
uv_interp.z = ViewIndex;
|
||||
#endif
|
||||
|
||||
gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#[fragment]
|
||||
|
@ -23,7 +23,7 @@ layout(push_constant, std430) uniform Params {
|
||||
params;
|
||||
|
||||
void main() {
|
||||
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
|
||||
vec2 base_arr[3] = vec2[](vec2(-1.0, -3.0), vec2(-1.0, 1.0), vec2(3.0, 1.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp, 1.0, 1.0);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user