Revision 375b3950
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
|---|---|---|
| 70 | 70 |
|
| 71 | 71 |
/// BLIT DEPTH PROGRAM /// |
| 72 | 72 |
private static DistortedProgram mBlitDepthProgram; |
| 73 |
private static int mBlitDepthTextureH; |
|
| 74 |
private static int mBlitDepthDepthTextureH; |
|
| 75 |
private static int mBlitDepthDepthH; |
|
| 76 |
private static int mBlitDepthTexCorrH; |
|
| 73 | 77 |
private static int mBlitDepthSizeH; |
| 78 |
private static int mBlitDepthNumRecordsH; |
|
| 74 | 79 |
|
| 75 | 80 |
private static int[] mLinkedListSSBO = new int[1]; |
| 76 | 81 |
private static int[] mAtomicCounter = new int[1]; |
| ... | ... | |
| 83 | 88 |
|
| 84 | 89 |
private static int mBufferSize=(0x1<<23); // 8 million entries |
| 85 | 90 |
|
| 86 |
private static IntBuffer mIntBuffer; |
|
| 87 |
|
|
| 88 |
private static ByteBuffer mBuf, mAtomicBuf; |
|
| 89 |
private static IntBuffer mIntBuf, mAtomicIntBuf; |
|
| 90 |
|
|
| 91 | 91 |
/// BLIT DEPTH RENDER PROGRAM /// |
| 92 | 92 |
private static DistortedProgram mBlitDepthRenderProgram; |
| 93 |
private static int mBlitDepthRenderDepthTextureH; |
|
| 94 |
private static int mBlitDepthRenderDepthH; |
|
| 95 |
private static int mBlitDepthRenderTexCorrH; |
|
| 93 | 96 |
private static int mBlitDepthRenderSizeH; |
| 94 | 97 |
|
| 95 | 98 |
/// NORMAL PROGRAM ///// |
| ... | ... | |
| 184 | 187 |
} |
| 185 | 188 |
|
| 186 | 189 |
int blitDepthProgramH = mBlitDepthProgram.getProgramHandle(); |
| 190 |
mBlitDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture"); |
|
| 191 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
|
| 192 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
|
| 193 |
mBlitDepthTexCorrH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
|
| 187 | 194 |
mBlitDepthSizeH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Size"); |
| 188 |
|
|
| 189 |
mIntBuffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
| 190 |
mIntBuffer.put(0,0); |
|
| 195 |
mBlitDepthNumRecordsH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_numRecords"); |
|
| 191 | 196 |
|
| 192 | 197 |
if( mLinkedListSSBO[0]<0 ) |
| 193 | 198 |
{
|
| ... | ... | |
| 203 | 208 |
GLES31.glGenBuffers(1,mAtomicCounter,0); |
| 204 | 209 |
GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[0]); |
| 205 | 210 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
| 206 |
GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, mIntBuffer, GLES31.GL_DYNAMIC_DRAW);
|
|
| 211 |
GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
|
|
| 207 | 212 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
| 208 | 213 |
} |
| 209 | 214 |
|
| ... | ... | |
| 222 | 227 |
} |
| 223 | 228 |
|
| 224 | 229 |
int blitDepthRenderProgramH = mBlitDepthRenderProgram.getProgramHandle(); |
| 230 |
mBlitDepthRenderDepthTextureH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_DepthTexture"); |
|
| 231 |
mBlitDepthRenderDepthH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Depth"); |
|
| 232 |
mBlitDepthRenderTexCorrH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_TexCorr"); |
|
| 225 | 233 |
mBlitDepthRenderSizeH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size"); |
| 226 | 234 |
|
| 227 | 235 |
// NORMAL PROGRAM ////////////////////////////////////// |
| ... | ... | |
| 377 | 385 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 378 | 386 |
} |
| 379 | 387 |
|
| 388 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 389 |
// reset atomic counter to 0 |
|
| 390 |
|
|
| 391 |
static void zeroOutAtomic() |
|
| 392 |
{
|
|
| 393 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
|
| 394 |
|
|
| 395 |
ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4, |
|
| 396 |
GLES31.GL_MAP_READ_BIT|GLES31.GL_MAP_WRITE_BIT); |
|
| 397 |
if( atomicBuf!=null ) |
|
| 398 |
{
|
|
| 399 |
IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
| 400 |
|
|
| 401 |
int counter = atomicIntBuf.get(0); |
|
| 402 |
atomicIntBuf.put(0, 0); |
|
| 403 |
//android.util.Log.e("counter", "now = "+counter+" w="+surface.mWidth+" h="+surface.mHeight
|
|
| 404 |
// +" diff="+(counter-surface.mWidth*surface.mHeight)); |
|
| 405 |
} |
|
| 406 |
else |
|
| 407 |
{
|
|
| 408 |
android.util.Log.e("counter", "failed to map buffer");
|
|
| 409 |
} |
|
| 410 |
|
|
| 411 |
GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER); |
|
| 412 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
|
| 413 |
} |
|
| 414 |
|
|
| 380 | 415 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 381 | 416 |
|
| 382 | 417 |
static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH) |
| ... | ... | |
| 384 | 419 |
mBlitDepthProgram.useProgram(); |
| 385 | 420 |
|
| 386 | 421 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 422 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
|
| 423 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
|
| 424 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
|
| 387 | 425 |
GLES31.glUniform2f(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
| 426 |
GLES31.glUniform1ui(mBlitDepthNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 ); // see the fragment shader |
|
| 427 |
GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear); |
|
| 388 | 428 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 389 | 429 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 390 | 430 |
} |
| ... | ... | |
| 400 | 440 |
//analyzeBuffer(surface.mWidth, surface.mHeight); |
| 401 | 441 |
|
| 402 | 442 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 443 |
GLES31.glUniform1i(mBlitDepthRenderDepthTextureH, 1); |
|
| 444 |
GLES31.glUniform2f(mBlitDepthRenderTexCorrH, corrW, corrH ); |
|
| 403 | 445 |
GLES31.glUniform2f(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
| 446 |
GLES31.glUniform1f( mBlitDepthRenderDepthH , 1.0f-surface.mNear); |
|
| 404 | 447 |
GLES31.glVertexAttribPointer(mBlitDepthRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 405 | 448 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 406 |
|
|
| 407 |
// reset atomic counter to 0 |
|
| 408 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
|
| 409 |
|
|
| 410 |
mAtomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4, |
|
| 411 |
GLES31.GL_MAP_READ_BIT|GLES31.GL_MAP_WRITE_BIT); |
|
| 412 |
if( mAtomicBuf!=null ) |
|
| 413 |
{
|
|
| 414 |
mAtomicIntBuf = mAtomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
| 415 |
|
|
| 416 |
int counter = mAtomicIntBuf.get(0); |
|
| 417 |
mAtomicIntBuf.put(0, 0); |
|
| 418 |
//android.util.Log.e("counter", "now = "+counter+" w="+surface.mWidth+" h="+surface.mHeight
|
|
| 419 |
// +" diff="+(counter-surface.mWidth*surface.mHeight)); |
|
| 420 |
} |
|
| 421 |
else |
|
| 422 |
{
|
|
| 423 |
android.util.Log.e("counter", "failed to map buffer");
|
|
| 424 |
} |
|
| 425 |
|
|
| 426 |
GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER); |
|
| 427 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
|
| 428 | 449 |
} |
| 429 | 450 |
|
| 430 | 451 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 435 | 456 |
int errors = 0; |
| 436 | 457 |
|
| 437 | 458 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]); |
| 438 |
mBuf = (ByteBuffer)GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, mBufferSize*4, GLES31.GL_MAP_READ_BIT);
|
|
| 439 |
mIntBuf = mBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
|
|
| 459 |
ByteBuffer buf = (ByteBuffer)GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, mBufferSize*4, GLES31.GL_MAP_READ_BIT);
|
|
| 460 |
IntBuffer intBuf = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
|
|
| 440 | 461 |
|
| 441 | 462 |
for(int col=0; col<w; col++) |
| 442 | 463 |
for(int row=0; row<h; row++) |
| 443 | 464 |
{
|
| 444 | 465 |
index = col+row*w; |
| 445 |
ptr = mIntBuf.get(index);
|
|
| 466 |
ptr = intBuf.get(index);
|
|
| 446 | 467 |
|
| 447 | 468 |
if( ptr!=0 ) |
| 448 | 469 |
{
|
| 449 | 470 |
if( ptr>0 && ptr<mBufferSize ) |
| 450 | 471 |
{
|
| 451 |
ptr = mIntBuf.get(ptr);
|
|
| 472 |
ptr = intBuf.get(ptr);
|
|
| 452 | 473 |
if( ptr != index ) |
| 453 | 474 |
{
|
| 454 | 475 |
android.util.Log.d("surface", "col="+col+" row="+row+" val="+ptr+" expected: "+index);
|
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 353 | 353 |
|
| 354 | 354 |
if( lastBucket!=currBucket ) |
| 355 | 355 |
{
|
| 356 |
if( lastBucket!=0 ) |
|
| 356 |
if( lastBucket==0 ) |
|
| 357 |
{
|
|
| 358 |
DistortedEffects.zeroOutAtomic(); |
|
| 359 |
} |
|
| 360 |
else |
|
| 357 | 361 |
{
|
| 358 | 362 |
for(int j=bucketChange; j<i; j++) |
| 359 | 363 |
{
|
| ... | ... | |
| 386 | 390 |
numRenders += currQueue.postprocess(mBuffer); |
| 387 | 391 |
numRenders += blitWithDepth(time, mBuffer[quality]); |
| 388 | 392 |
GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS); |
| 389 |
//GLES31.glFinish(); |
|
| 390 | 393 |
numRenders += blitWithDepthRender(time,mBuffer[quality]); // merge the OIT linked list |
| 391 | 394 |
clearBuffer(mBuffer[quality]); |
| 392 |
//GLES31.glFinish(); |
|
| 393 | 395 |
} |
| 394 | 396 |
} |
| 395 | 397 |
|
| src/main/res/raw/blit_depth_fragment_shader.glsl | ||
|---|---|---|
| 22 | 22 |
|
| 23 | 23 |
out vec4 fragColor; |
| 24 | 24 |
in vec2 v_TexCoordinate; |
| 25 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 26 |
|
|
| 27 |
uniform sampler2D u_Texture; |
|
| 28 |
uniform sampler2D u_DepthTexture; |
|
| 29 |
|
|
| 30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 31 |
// per-pixel linked list. Order Independent Transparency. |
|
| 25 | 32 |
|
| 26 | 33 |
uniform vec2 u_Size; |
| 34 |
uniform uint u_numRecords; |
|
| 27 | 35 |
|
| 28 | 36 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
| 29 | 37 |
|
| 30 |
layout (std430,binding=1) buffer linkedlist |
|
| 38 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 39 |
{ // one for each pixel in the Output rectangle.
|
|
| 40 |
uint u_Records[]; // |
|
| 41 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 42 |
// triplets of (pointer,depth,rgba). |
|
| 43 |
|
|
| 44 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 45 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 46 |
// linked-lists', 2001. |
|
| 47 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 48 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 49 |
|
|
| 50 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 51 |
{
|
|
| 52 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 53 |
/* |
|
| 54 |
if( ptr<u_numRecords ) |
|
| 55 |
{
|
|
| 56 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
| 57 |
|
|
| 58 |
u_Records[ptr ] = 0u; |
|
| 59 |
u_Records[ptr+1u] = depth; |
|
| 60 |
u_Records[ptr+2u] = rgba;//(255u<<16u) + (255u);//rgba; |
|
| 61 |
|
|
| 62 |
uint index = uint(ij.x + ij.y * u_Size.x); |
|
| 63 |
|
|
| 64 |
u_Records[index] = ptr; |
|
| 65 |
discard; |
|
| 66 |
} |
|
| 67 |
*/ |
|
| 68 |
if( ptr<u_numRecords ) |
|
| 69 |
{
|
|
| 70 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
| 71 |
|
|
| 72 |
u_Records[ptr+1u] = depth; |
|
| 73 |
u_Records[ptr+2u] = rgba; |
|
| 74 |
|
|
| 75 |
memoryBarrier(); |
|
| 76 |
|
|
| 77 |
uint prev = uint(ij.x + ij.y * u_Size.x); |
|
| 78 |
uint curr = u_Records[prev]; |
|
| 79 |
|
|
| 80 |
while (true) |
|
| 81 |
{
|
|
| 82 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 83 |
{
|
|
| 84 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 85 |
memoryBarrier(); |
|
| 86 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 87 |
|
|
| 88 |
if (res==curr) break; // done! |
|
| 89 |
else curr = res; // could not insert! retry from same place in list |
|
| 90 |
} |
|
| 91 |
else // advance in list |
|
| 92 |
{
|
|
| 93 |
prev = curr; |
|
| 94 |
curr = u_Records[prev]; |
|
| 95 |
} |
|
| 96 |
} |
|
| 97 |
|
|
| 98 |
discard; |
|
| 99 |
} |
|
| 100 |
} |
|
| 101 |
|
|
| 102 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 103 |
|
|
| 104 |
uint convert(vec4 c) |
|
| 31 | 105 |
{
|
| 32 |
uint u_Records[];
|
|
| 33 |
};
|
|
| 106 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a);
|
|
| 107 |
} |
|
| 34 | 108 |
|
| 35 | 109 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 36 | 110 |
|
| 37 | 111 |
void main() |
| 38 | 112 |
{
|
| 39 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
| 40 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
| 41 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
| 42 |
|
|
| 43 |
uint ptr = uint(u_Size.x*u_Size.y) + atomicCounterIncrement(u_Counter); |
|
| 44 |
u_Records[ptr ] = index; |
|
| 45 |
u_Records[index] = ptr; |
|
| 46 |
discard; |
|
| 113 |
vec4 frag = texture(u_Texture , v_TexCoordinate); |
|
| 114 |
float depth= texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 115 |
|
|
| 116 |
if( frag.a > 0.95 ) |
|
| 117 |
{
|
|
| 118 |
gl_FragDepth = depth; |
|
| 119 |
fragColor = frag; |
|
| 120 |
} |
|
| 121 |
else if( frag.a > 0.0 ) |
|
| 122 |
{
|
|
| 123 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 124 |
insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
|
| 125 |
} |
|
| 47 | 126 |
} |
| src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision highp float; |
| 21 | 21 |
precision highp int; |
| 22 | 22 |
|
| 23 |
out vec4 fragColor; |
|
| 24 |
in vec2 v_TexCoordinate; |
|
| 23 |
out vec4 fragColor; // The output color |
|
| 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 25 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 26 |
|
|
| 27 |
uniform sampler2D u_DepthTexture; |
|
| 28 |
|
|
| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
// per-pixel linked list. Order Independent Transparency. |
|
| 25 | 31 |
|
| 26 | 32 |
uniform vec2 u_Size; |
| 27 | 33 |
|
| 28 |
layout (std430,binding=1) buffer linkedlist |
|
| 34 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 35 |
{ // one for each pixel in the Output rectangle.
|
|
| 36 |
uint u_Records[]; // |
|
| 37 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 38 |
// triplets of (pointer,depth,rgba). |
|
| 39 |
|
|
| 40 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 41 |
|
|
| 42 |
vec4 convert(uint rgba) |
|
| 29 | 43 |
{
|
| 30 |
uint u_Records[]; |
|
| 31 |
}; |
|
| 44 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
| 45 |
} |
|
| 46 |
|
|
| 47 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 48 |
// https://en.wikipedia.org/wiki/Alpha_compositing (premultiplied) |
|
| 49 |
|
|
| 50 |
vec4 blend(vec4 clr,vec4 srf) |
|
| 51 |
{
|
|
| 52 |
return clr + (1.0 - clr.a) * vec4(srf.rgb * srf.a , srf.a); |
|
| 53 |
} |
|
| 32 | 54 |
|
| 33 | 55 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 34 | 56 |
|
| 35 | 57 |
void main() |
| 36 | 58 |
{
|
| 37 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
| 38 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
| 39 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
| 59 |
uint index = uint(v_Pixel.x + v_Pixel.y * u_Size.x); |
|
| 60 |
uint curr = u_Records[index]; |
|
| 61 |
|
|
| 62 |
if (curr == 0u) discard; |
|
| 63 |
|
|
| 64 |
vec4 color= vec4(0.0,0.0,0.0,0.0); |
|
| 65 |
u_Records[index] = 0u; |
|
| 40 | 66 |
|
| 41 |
uint ptr = u_Records[index]; |
|
| 42 |
uint color = u_Records[ptr]; |
|
| 43 |
//u_Records[ptr] = 0u; |
|
| 67 |
while (curr > 0u) |
|
| 68 |
{
|
|
| 69 |
color= blend( color, convert(u_Records[curr+2u]) ); // keep walking the linked list |
|
| 70 |
curr = u_Records[curr]; // and blending the colors in |
|
| 71 |
} |
|
| 44 | 72 |
|
| 45 |
if( color==index ) fragColor = vec4(0.0,1.0,0.0,1.0);
|
|
| 46 |
else fragColor = vec4(1.0,0.0,0.0,1.0);
|
|
| 73 |
gl_FragDepth = texture(u_DepthTexture, v_TexCoordinate).r;
|
|
| 74 |
fragColor = color;
|
|
| 47 | 75 |
} |
| src/main/res/raw/blit_depth_vertex_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision highp float; |
| 21 | 21 |
precision highp int; |
| 22 | 22 |
|
| 23 |
in vec2 a_Position; |
|
| 24 |
out vec2 v_TexCoordinate; |
|
| 23 |
in vec2 a_Position; // Per-vertex position. |
|
| 24 |
out vec2 v_TexCoordinate; // |
|
| 25 |
out vec2 v_Pixel; // |
|
| 26 |
|
|
| 27 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
| 28 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
| 29 |
// larger than necessary (there is just one static set being |
|
| 30 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 31 |
// coords. |
|
| 32 |
|
|
| 33 |
uniform vec2 u_Size; // size of the output surface, in pixels. |
|
| 25 | 34 |
|
| 26 | 35 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 27 | 36 |
|
| 28 | 37 |
void main() |
| 29 | 38 |
{
|
| 30 |
v_TexCoordinate = a_Position + 0.5; |
|
| 31 |
gl_Position = vec4(2.0*a_Position,1.0,1.0); |
|
| 39 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 40 |
v_Pixel = v_TexCoordinate * u_Size; |
|
| 41 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
| 32 | 42 |
} |
Also available in: Unified diff
OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)