Revision 47511918
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision highp float; |
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precision highp uint;
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precision highp int; |
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#if __VERSION__ != 100 |
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out vec4 fragColor; // The output color |
... | ... | |
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// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
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// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
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void insert( vec2 ij, uint depth, uint rgba ) |
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void insert2( vec2 ij, uint depth, uint rgba )
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{ |
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uint ptr = atomicCounterIncrement(u_Counter)-1u; |
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/* |
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uint index = uint(ij.x + ij.y * float(u_Size.x)); |
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u_Records[index] = (255u<<24u)+ uint( (int(255*int(ij.y)/u_Size.y))<<16u ) + (255u); |
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discard; |
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*/ |
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uint ptr = atomicCounterIncrement(u_Counter); |
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if( ptr<u_numRecords ) |
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{/* |
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uint color; |
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vec2 c = vec2(0.0,1.0); |
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{ |
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ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y); |
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uint rgb = ((uint(255.0*c.x))<<16u) + uint(255.0*c.y); |
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u_Records[ptr ] = (255u<<( (4*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u); |
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//u_Records[ptr+1u] = depth; |
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//u_Records[ptr+2u] = rgba; |
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if( rgb == 0u ) color = (255u<<24u) + (255u<<16u) + 255u; |
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else if( (rgb&255u) == 0u ) color = (255u<<24u) + 255u; |
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else if( (rgb&255u) <= 50u ) color = (255u<<16u) + 255u; |
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else if( (rgb&255u) == 255u) color = (255u<<16u) + (255u<< 8u) + 255u; |
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else color = (255u<< 8u) + 255u; |
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*/ |
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vec4 c= vec4(1.0,1.0,0.0,1.0); |
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uint color = ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
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uint index = uint(ij.x + ij.y * float(u_Size.x)); |
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u_Records[index] = ptr; |
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discard; |
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} |
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} |
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void insert( vec2 ij, uint depth, uint rgba ) |
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{ |
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uint ptr = atomicCounterIncrement(u_Counter); |
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if( ptr<u_numRecords ) |
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{ |
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ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
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u_Records[ptr ] = 0u; |
... | ... | |
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{ |
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vec4 frag = TEXTURE(u_Texture , v_TexCoordinate); |
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float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
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/* |
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if( frag.a > 0.95 ) |
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{ |
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gl_FragDepth = depth; |
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FRAG_COLOR = frag; |
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} |
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else if( frag.a > 0.0 ) |
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{ |
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{*/
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const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
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insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
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discard; |
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} |
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insert2(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
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//} |
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} |
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Order Independent Transparency: some progress