Revision 53b51b53
Added by Leszek Koltunski 1 day ago
| src/main/res/raw/blit_depth_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
|
|
| 23 |
out vec4 fragColor; // The output color |
|
| 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 25 |
|
|
| 26 |
uniform sampler2D u_Texture; |
|
| 27 |
uniform sampler2D u_DepthTexture; |
|
| 28 |
|
|
| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
// why -0.0003 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on |
|
| 31 |
// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does |
|
| 32 |
// not pass (for unknown reasons) and we don't see the Glow halo. See for example the 'Glowing |
|
| 33 |
// Leaf' test app. |
|
| 34 |
// Why exactly 0.0003? Testing of the Cube app on the SM-A315F. ( Mali G52, drivr r20p0 ) |
|
| 35 |
// 0.0003 shouldn't hurt anyway. |
|
| 36 |
|
|
| 37 |
void main() |
|
| 38 |
{
|
|
| 39 |
gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.0003; |
|
| 40 |
fragColor = texture(u_Texture ,v_TexCoordinate); |
|
| 41 |
} |
|
| src/main/res/raw/blit_depth_vertex_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
|
|
| 23 |
in vec2 a_Position; // Per-vertex position. |
|
| 24 |
out vec2 v_TexCoordinate; // |
|
| 25 |
|
|
| 26 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
| 27 |
// larger than necessary (there is just one static set being |
|
| 28 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 29 |
// coords. |
|
| 30 |
|
|
| 31 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
void main() |
|
| 34 |
{
|
|
| 35 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 36 |
gl_Position = vec4(2.0*a_Position,0.0,1.0); |
|
| 37 |
} |
|
| src/main/res/raw/blit_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision lowp float; |
|
| 22 |
|
|
| 23 |
out vec4 fragColor; // The output color |
|
| 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 25 |
uniform sampler2D u_Texture; // The input texture. |
|
| 26 |
|
|
| 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
|
|
| 29 |
void main() |
|
| 30 |
{
|
|
| 31 |
fragColor = texture(u_Texture,v_TexCoordinate); |
|
| 32 |
} |
|
| src/main/res/raw/blit_vertex_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision lowp float; |
|
| 22 |
|
|
| 23 |
in vec2 a_Position; // Per-vertex position. |
|
| 24 |
out vec2 v_TexCoordinate; // |
|
| 25 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
| 26 |
|
|
| 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
|
|
| 29 |
void main() |
|
| 30 |
{
|
|
| 31 |
v_TexCoordinate = a_Position + 0.5; |
|
| 32 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
| 33 |
} |
|
| src/main/res/raw/main_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
in vec3 v_Position; // Interpolated position for this fragment. |
|
| 25 |
in vec3 v_Normal; // Interpolated normal for this fragment. |
|
| 26 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 27 |
|
|
| 28 |
out vec4 fragColor; // The output color |
|
| 29 |
|
|
| 30 |
uniform sampler2D u_Texture; // The input texture. |
|
| 31 |
|
|
| 32 |
#ifdef OIT |
|
| 33 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 34 |
// per-pixel linked list. Order Independent Transparency. |
|
| 35 |
|
|
| 36 |
uniform uvec2 u_Size; |
|
| 37 |
uniform uint u_numRecords; |
|
| 38 |
|
|
| 39 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
|
| 40 |
|
|
| 41 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 42 |
{ // one for each pixel in the Output rectangle.
|
|
| 43 |
uint u_Records[]; // |
|
| 44 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 45 |
// triplets of (pointer,depth,rgba). |
|
| 46 |
#endif |
|
| 47 |
|
|
| 48 |
#if NUM_FRAGMENT>0 |
|
| 49 |
uniform int fNumEffects; // total number of fragment effects |
|
| 50 |
|
|
| 51 |
uniform ivec4 fProperties[NUM_FRAGMENT]; // their properties, 4 ints: |
|
| 52 |
// name of the effect, unused, unused, unused |
|
| 53 |
|
|
| 54 |
uniform vec4 fUniforms[3*NUM_FRAGMENT]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
|
| 55 |
// The first vec4 is the Interpolated values, |
|
| 56 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
|
| 57 |
|
|
| 58 |
#endif // NUM_FRAGMENT>0 |
|
| 59 |
|
|
| 60 |
#ifdef OIT |
|
| 61 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 62 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 63 |
// linked-lists', 2001. |
|
| 64 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 65 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 66 |
|
|
| 67 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 68 |
{
|
|
| 69 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 70 |
|
|
| 71 |
if( ptr<u_numRecords ) |
|
| 72 |
{
|
|
| 73 |
ptr = 3u*ptr + u_Size.x*u_Size.y; |
|
| 74 |
|
|
| 75 |
u_Records[ptr+1u] = depth; |
|
| 76 |
u_Records[ptr+2u] = rgba; |
|
| 77 |
|
|
| 78 |
memoryBarrier(); |
|
| 79 |
|
|
| 80 |
uint prev = uint(ij.x) + uint(ij.y) * u_Size.x; |
|
| 81 |
uint curr = u_Records[prev]; |
|
| 82 |
|
|
| 83 |
while (true) |
|
| 84 |
{
|
|
| 85 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 86 |
{
|
|
| 87 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 88 |
memoryBarrier(); |
|
| 89 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 90 |
|
|
| 91 |
if (res==curr) break; // done! |
|
| 92 |
else curr = res; // could not insert! retry from same place in list |
|
| 93 |
} |
|
| 94 |
else // advance in list |
|
| 95 |
{
|
|
| 96 |
prev = curr; |
|
| 97 |
curr = u_Records[prev]; |
|
| 98 |
} |
|
| 99 |
} |
|
| 100 |
} |
|
| 101 |
} |
|
| 102 |
|
|
| 103 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 104 |
|
|
| 105 |
uint convert(vec4 c) |
|
| 106 |
{
|
|
| 107 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
|
| 108 |
} |
|
| 109 |
|
|
| 110 |
#endif // OIT |
|
| 111 |
|
|
| 112 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 113 |
|
|
| 114 |
void main() |
|
| 115 |
{
|
|
| 116 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
|
| 117 |
|
|
| 118 |
#if NUM_FRAGMENT>0 |
|
| 119 |
vec3 diff; |
|
| 120 |
float degree; |
|
| 121 |
int effect=0; |
|
| 122 |
|
|
| 123 |
for(int i=0; i<fNumEffects; i++) |
|
| 124 |
{
|
|
| 125 |
diff = (v_Position - fUniforms[effect+1].yzw)/fUniforms[effect+2].xyz; |
|
| 126 |
degree = max(0.0,1.0-dot(diff,diff)); |
|
| 127 |
|
|
| 128 |
// ENABLED EFFECTS WILL BE INSERTED HERE |
|
| 129 |
|
|
| 130 |
effect+=3; |
|
| 131 |
} |
|
| 132 |
#endif |
|
| 133 |
|
|
| 134 |
float z = v_Normal.z; |
|
| 135 |
if( z<0.0 ) z = -z; |
|
| 136 |
|
|
| 137 |
vec4 converted = vec4(color.rgb * (1.0 + 4.0*z) * 0.200, color.a); |
|
| 138 |
|
|
| 139 |
#ifdef OIT |
|
| 140 |
if( converted.a > 0.97 ) |
|
| 141 |
{
|
|
| 142 |
fragColor= converted; |
|
| 143 |
} |
|
| 144 |
else |
|
| 145 |
{
|
|
| 146 |
if( converted.a > 0.0 ) |
|
| 147 |
{
|
|
| 148 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 149 |
vec2 pixel = vec2(gl_FragCoord.xy); |
|
| 150 |
insert(pixel, uint(S*(1.0-gl_FragCoord.z)/2.0), convert(converted) ); |
|
| 151 |
} |
|
| 152 |
discard; |
|
| 153 |
} |
|
| 154 |
#else |
|
| 155 |
fragColor = converted; |
|
| 156 |
#endif |
|
| 157 |
} |
|
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
in vec3 a_Position; // Per-vertex position. |
|
| 25 |
in vec3 a_Normal; // Per-vertex normal vector. |
|
| 26 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
|
| 27 |
in float a_Component; // The component a vertex belongs to. |
|
| 28 |
// to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0. |
|
| 29 |
// ( see VertexEffect.retSection() ) |
|
| 30 |
|
|
| 31 |
out vec3 v_Position; // for Transform Feedback only |
|
| 32 |
out vec3 v_endPosition; // for Transform Feedback only |
|
| 33 |
out vec3 v_Normal; // |
|
| 34 |
out vec2 v_TexCoordinate; // |
|
| 35 |
|
|
| 36 |
uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection. |
|
| 37 |
uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points) |
|
| 38 |
uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors) |
|
| 39 |
// which need to work differently on points and vectors |
|
| 40 |
uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh. |
|
| 41 |
uniform int u_TransformFeedback; // are we doing the transform feedback now? |
|
| 42 |
|
|
| 43 |
#ifdef COMP_CENTERS |
|
| 44 |
layout (std140) uniform componentCenter |
|
| 45 |
{
|
|
| 46 |
vec4 vComCenter[MAX_COMPON]; // centers of mesh components. 4 floats: (x,y,z,unused) |
|
| 47 |
}; |
|
| 48 |
#endif |
|
| 49 |
|
|
| 50 |
#ifdef BUGGY_UBOS |
|
| 51 |
layout (packed) uniform componentAssociation |
|
| 52 |
{
|
|
| 53 |
ivec2 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
|
| 54 |
}; |
|
| 55 |
#else |
|
| 56 |
layout (std140) uniform componentAssociation |
|
| 57 |
{
|
|
| 58 |
ivec4 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
|
| 59 |
}; |
|
| 60 |
#endif |
|
| 61 |
|
|
| 62 |
#if NUM_VERTEX>0 |
|
| 63 |
uniform int vNumEffects; // total number of vertex effects |
|
| 64 |
|
|
| 65 |
layout (std140) uniform vUniformProperties |
|
| 66 |
{
|
|
| 67 |
ivec4 vProperties[NUM_VERTEX]; // their properties, 4 ints: |
|
| 68 |
// 1: name of the effect |
|
| 69 |
// 2: effect's AND association |
|
| 70 |
// 3: reserved int (probably another AND assoc in the future) |
|
| 71 |
// 4: effect's EQU association |
|
| 72 |
}; |
|
| 73 |
|
|
| 74 |
layout (std140) uniform vUniformFloats |
|
| 75 |
{
|
|
| 76 |
vec4 vUniforms[3*NUM_VERTEX]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
|
| 77 |
// The first vec4 is the Interpolated values, |
|
| 78 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
|
| 79 |
}; |
|
| 80 |
|
|
| 81 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 82 |
// HELPER FUNCTIONS |
|
| 83 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 84 |
// Return degree of the point as defined by the Region. Currently only supports spherical regions. |
|
| 85 |
// |
|
| 86 |
// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect). |
|
| 87 |
// Let region.xyz be the vector from point S to point O (the center point of the region sphere) |
|
| 88 |
// Let region.w be the radius of the region sphere. |
|
| 89 |
// (This all should work regardless if S is inside or outside of the sphere). |
|
| 90 |
// |
|
| 91 |
// Then, the degree of a point with respect to a given (spherical!) Region is defined by: |
|
| 92 |
// |
|
| 93 |
// If P is outside the sphere, return 0. |
|
| 94 |
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|, |
|
| 95 |
// aka the 'degree' of point P. |
|
| 96 |
// |
|
| 97 |
// We solve the triangle OPX. |
|
| 98 |
// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|) |
|
| 99 |
// then from the law of cosines PX^2 + PO^2 - 2*PX*PO*cos(OPX) = OX^2 so PX = -a + sqrt(a^2 + OX^2 - PO^2) |
|
| 100 |
// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and |
|
| 101 |
// |PX|/|PS| = -b + sqrt(b^2 + (OX^2-PO^2)/PS^2) where b=PS*PO/|PS|^2 which can be computed with only one sqrt. |
|
| 102 |
|
|
| 103 |
float degree(in vec4 region, in vec3 PS) |
|
| 104 |
{
|
|
| 105 |
float ps_sq = dot(PS,PS); |
|
| 106 |
|
|
| 107 |
if( ps_sq==0.0 ) return 1.0; |
|
| 108 |
|
|
| 109 |
vec3 PO = PS + region.xyz; |
|
| 110 |
float d = region.w*region.w-dot(PO,PO); |
|
| 111 |
|
|
| 112 |
if( d<=0.0 ) return 0.0; |
|
| 113 |
|
|
| 114 |
float b = dot(PS,PO)/ps_sq; |
|
| 115 |
|
|
| 116 |
return 1.0 / (1.0 + 1.0/(sqrt(b*b + d/ps_sq)-b)); |
|
| 117 |
} |
|
| 118 |
|
|
| 119 |
#endif // NUM_VERTEX>0 |
|
| 120 |
|
|
| 121 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 122 |
|
|
| 123 |
void main() |
|
| 124 |
{
|
|
| 125 |
int component = int(a_Component); |
|
| 126 |
vec3 n = a_Normal; |
|
| 127 |
#ifdef COMP_CENTERS |
|
| 128 |
vec3 v = a_Position + u_Inflate*(a_Position - vComCenter[component].xyz); |
|
| 129 |
#else |
|
| 130 |
vec3 v = a_Position + u_Inflate*a_Position; |
|
| 131 |
#endif |
|
| 132 |
|
|
| 133 |
#ifdef POSTPROCESS |
|
| 134 |
if( (uint(vComAssoc[component].x) & 0x80000000u) != 0u ) |
|
| 135 |
{
|
|
| 136 |
v = vec3(0.0, 0.0, 0.0); |
|
| 137 |
} |
|
| 138 |
#endif |
|
| 139 |
|
|
| 140 |
#if NUM_VERTEX>0 |
|
| 141 |
int effect=0; |
|
| 142 |
int andC = vComAssoc[component].x & 0x7fffffff; |
|
| 143 |
int equC = vComAssoc[component].y; |
|
| 144 |
|
|
| 145 |
for(int i=0; i<vNumEffects; i++) |
|
| 146 |
{
|
|
| 147 |
if( ((andC & vProperties[i].y) != 0) || (equC == vProperties[i].w) ) |
|
| 148 |
{
|
|
| 149 |
// ENABLED EFFECTS WILL BE INSERTED HERE |
|
| 150 |
|
|
| 151 |
} |
|
| 152 |
effect+=3; |
|
| 153 |
} |
|
| 154 |
#endif |
|
| 155 |
|
|
| 156 |
#ifdef PREAPPLY |
|
| 157 |
v_Position = v; |
|
| 158 |
v_endPosition= n; |
|
| 159 |
#else |
|
| 160 |
if( u_TransformFeedback == 1 ) |
|
| 161 |
{
|
|
| 162 |
vec4 tmp1 = u_MVMatrixP * vec4(v,1.0); |
|
| 163 |
vec4 tmp2 = normalize(u_MVMatrixV * vec4(n,0.0)); |
|
| 164 |
|
|
| 165 |
v_Position = vec3(tmp1); |
|
| 166 |
v_endPosition = vec3(tmp1+100.0*tmp2); |
|
| 167 |
} |
|
| 168 |
else |
|
| 169 |
{
|
|
| 170 |
v_Position = v; |
|
| 171 |
} |
|
| 172 |
#endif |
|
| 173 |
|
|
| 174 |
v_TexCoordinate = a_TexCoordinate; |
|
| 175 |
v_Normal = normalize(vec3(u_MVMatrixV*vec4(n,0.0))); |
|
| 176 |
gl_Position = u_MVPMatrix*vec4(v,1.0); |
|
| 177 |
} |
|
| src/main/res/raw/normal_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision lowp float; |
|
| 22 |
|
|
| 23 |
out vec4 fragColor; |
|
| 24 |
|
|
| 25 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 26 |
|
|
| 27 |
void main() |
|
| 28 |
{
|
|
| 29 |
fragColor = vec4(1.0,0.0,0.0,1.0); |
|
| 30 |
} |
|
| src/main/res/raw/normal_vertex_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision lowp float; |
|
| 22 |
|
|
| 23 |
in vec3 a_Position; |
|
| 24 |
uniform mat4 u_Projection; |
|
| 25 |
|
|
| 26 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 27 |
|
|
| 28 |
void main() |
|
| 29 |
{
|
|
| 30 |
gl_Position = u_Projection * vec4(a_Position, 1.0); |
|
| 31 |
} |
|
| src/main/res/raw/oit_build_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
out vec4 fragColor; |
|
| 25 |
in vec2 v_TexCoordinate; |
|
| 26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 27 |
|
|
| 28 |
uniform sampler2D u_Texture; |
|
| 29 |
uniform sampler2D u_DepthTexture; |
|
| 30 |
|
|
| 31 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
// per-pixel linked list. Order Independent Transparency. |
|
| 33 |
|
|
| 34 |
uniform uvec2 u_Size; |
|
| 35 |
uniform uint u_numRecords; |
|
| 36 |
|
|
| 37 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
|
| 38 |
|
|
| 39 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 40 |
{ // one for each pixel in the Output rectangle.
|
|
| 41 |
uint u_Records[]; // |
|
| 42 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 43 |
// triplets of (pointer,depth,rgba). |
|
| 44 |
|
|
| 45 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 46 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 47 |
// linked-lists', 2001. |
|
| 48 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 49 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 50 |
|
|
| 51 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 52 |
{
|
|
| 53 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 54 |
|
|
| 55 |
if( ptr<u_numRecords ) |
|
| 56 |
{
|
|
| 57 |
ptr = 3u*ptr + u_Size.x*u_Size.y; |
|
| 58 |
|
|
| 59 |
u_Records[ptr+1u] = depth; |
|
| 60 |
u_Records[ptr+2u] = rgba; |
|
| 61 |
|
|
| 62 |
memoryBarrier(); |
|
| 63 |
|
|
| 64 |
uint prev = uint(ij.x) + uint(ij.y) * u_Size.x; |
|
| 65 |
uint curr = u_Records[prev]; |
|
| 66 |
|
|
| 67 |
while (true) |
|
| 68 |
{
|
|
| 69 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 70 |
{
|
|
| 71 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 72 |
memoryBarrier(); |
|
| 73 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 74 |
|
|
| 75 |
if (res==curr) break; // done! |
|
| 76 |
else curr = res; // could not insert! retry from same place in list |
|
| 77 |
} |
|
| 78 |
else // advance in list |
|
| 79 |
{
|
|
| 80 |
prev = curr; |
|
| 81 |
curr = u_Records[prev]; |
|
| 82 |
} |
|
| 83 |
} |
|
| 84 |
} |
|
| 85 |
} |
|
| 86 |
|
|
| 87 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 88 |
|
|
| 89 |
uint convert(vec4 c) |
|
| 90 |
{
|
|
| 91 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
|
| 92 |
} |
|
| 93 |
|
|
| 94 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 95 |
// Pass2 of the OIT algorithm - build the LinkedList phase. |
|
| 96 |
|
|
| 97 |
void main() |
|
| 98 |
{
|
|
| 99 |
vec4 color= texture(u_Texture , v_TexCoordinate); |
|
| 100 |
float depth= texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 101 |
|
|
| 102 |
if( color.a > 0.97 ) |
|
| 103 |
{
|
|
| 104 |
gl_FragDepth = depth; |
|
| 105 |
fragColor = color; |
|
| 106 |
} |
|
| 107 |
else |
|
| 108 |
{
|
|
| 109 |
if( color.a > 0.0 ) |
|
| 110 |
{
|
|
| 111 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 112 |
insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(color) ); |
|
| 113 |
} |
|
| 114 |
discard; |
|
| 115 |
} |
|
| 116 |
} |
|
| src/main/res/raw/oit_clear_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
in vec2 v_TexCoordinate; |
|
| 25 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 26 |
|
|
| 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
// per-pixel linked list. Order Independent Transparency. |
|
| 29 |
|
|
| 30 |
uniform uvec2 u_Size; |
|
| 31 |
|
|
| 32 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 33 |
{ // one for each pixel in the Output rectangle.
|
|
| 34 |
uint u_Records[]; // |
|
| 35 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 36 |
// triplets of (pointer,depth,rgba). |
|
| 37 |
|
|
| 38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 39 |
// Pass1 of the OIT algorithm - 'clear the head pointers' phase. |
|
| 40 |
// No we cannot optimize this out by moving the 'u_Records[index]=0u' to the end of the Pass3, |
|
| 41 |
// because between passes the size of the surface we render to might change. |
|
| 42 |
|
|
| 43 |
void main() |
|
| 44 |
{
|
|
| 45 |
uint index= uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 46 |
u_Records[index] = 0u; |
|
| 47 |
discard; |
|
| 48 |
} |
|
| src/main/res/raw/oit_collapse_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
out vec4 fragColor; // The output color |
|
| 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 27 |
|
|
| 28 |
uniform sampler2D u_DepthTexture; |
|
| 29 |
|
|
| 30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 31 |
// per-pixel linked list. Order Independent Transparency. |
|
| 32 |
|
|
| 33 |
uniform uvec2 u_Size; |
|
| 34 |
|
|
| 35 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 36 |
{ // one for each pixel in the Output rectangle.
|
|
| 37 |
uint u_Records[]; // |
|
| 38 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 39 |
// triplets of (pointer,depth,rgba). |
|
| 40 |
|
|
| 41 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 42 |
// Pass3 of the OIT algorithm - traverse the per-pixel LinkedList and cut occluded fragments. |
|
| 43 |
|
|
| 44 |
void main() |
|
| 45 |
{
|
|
| 46 |
uint prev = uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 47 |
uint curr = u_Records[prev]; |
|
| 48 |
|
|
| 49 |
if (curr != 0u) |
|
| 50 |
{
|
|
| 51 |
const float S= 2147483647.0; |
|
| 52 |
float depth = texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 53 |
uint texdepth = uint(S*(1.0-depth)/2.0); |
|
| 54 |
|
|
| 55 |
while( curr != 0u ) |
|
| 56 |
{
|
|
| 57 |
if( u_Records[curr+1u] <= texdepth ) |
|
| 58 |
{
|
|
| 59 |
u_Records[prev] = 0u; |
|
| 60 |
break; |
|
| 61 |
} |
|
| 62 |
|
|
| 63 |
prev = curr; |
|
| 64 |
curr = u_Records[curr]; |
|
| 65 |
} |
|
| 66 |
} |
|
| 67 |
else discard; |
|
| 68 |
} |
|
| src/main/res/raw/oit_render_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
out vec4 fragColor; // The output color |
|
| 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 27 |
|
|
| 28 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 29 |
// per-pixel linked list. Order Independent Transparency. |
|
| 30 |
|
|
| 31 |
uniform uvec2 u_Size; |
|
| 32 |
|
|
| 33 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 34 |
{ // one for each pixel in the Output rectangle.
|
|
| 35 |
uint u_Records[]; // |
|
| 36 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 37 |
// triplets of (pointer,depth,rgba). |
|
| 38 |
|
|
| 39 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 40 |
|
|
| 41 |
vec4 convert(uint rgba) |
|
| 42 |
{
|
|
| 43 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
| 44 |
} |
|
| 45 |
|
|
| 46 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 47 |
// A over B (https://en.wikipedia.org/wiki/Alpha_compositing) |
|
| 48 |
|
|
| 49 |
vec4 blend(vec4 A,vec4 B) |
|
| 50 |
{
|
|
| 51 |
float b = B.a * (1.0-A.a); |
|
| 52 |
float a = A.a + b; |
|
| 53 |
|
|
| 54 |
return vec4( (A.rgb*A.a + B.rgb*b)/a , a ); |
|
| 55 |
} |
|
| 56 |
|
|
| 57 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 58 |
// Pass4 of the OIT algorithm - keep traversing the linked list, build the final color and blend it. |
|
| 59 |
|
|
| 60 |
void main() |
|
| 61 |
{
|
|
| 62 |
uint prev = uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 63 |
uint curr = u_Records[prev]; |
|
| 64 |
|
|
| 65 |
if (curr != 0u) |
|
| 66 |
{
|
|
| 67 |
const float S= 2147483647.0; |
|
| 68 |
gl_FragDepth = 1.0 - 2.0*float(u_Records[curr+1u])/S; |
|
| 69 |
vec4 color = convert(u_Records[curr+2u]); |
|
| 70 |
curr = u_Records[curr]; |
|
| 71 |
|
|
| 72 |
while (curr != 0u) |
|
| 73 |
{
|
|
| 74 |
color = blend( color , convert(u_Records[curr+2u]) ); |
|
| 75 |
curr = u_Records[curr]; |
|
| 76 |
} |
|
| 77 |
|
|
| 78 |
fragColor = color; |
|
| 79 |
} |
|
| 80 |
else discard; |
|
| 81 |
} |
|
| src/main/res/raw/oit_vertex_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
precision highp int; |
|
| 23 |
|
|
| 24 |
in vec2 a_Position; // Per-vertex position. |
|
| 25 |
out vec2 v_TexCoordinate; // |
|
| 26 |
out vec2 v_Pixel; // 2D pixel coords in window space |
|
| 27 |
|
|
| 28 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
| 29 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
| 30 |
// larger than necessary (there is just one static set being |
|
| 31 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 32 |
// coords. |
|
| 33 |
|
|
| 34 |
uniform uvec2 u_Size; // size of the output surface, in pixels. |
|
| 35 |
|
|
| 36 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 37 |
|
|
| 38 |
void main() |
|
| 39 |
{
|
|
| 40 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 41 |
v_Pixel = (a_Position + 0.5) * vec2(u_Size); |
|
| 42 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
| 43 |
} |
|
| src/main/res/raw/preprocess_fragment_shader.glsl | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
precision highp float; |
|
| 22 |
|
|
| 23 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 24 |
out vec4 fragColor; |
|
| 25 |
uniform vec4 u_Color; |
|
| 26 |
uniform sampler2D u_Texture; // The input texture. |
|
| 27 |
|
|
| 28 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 29 |
|
|
| 30 |
void main() |
|
| 31 |
{
|
|
| 32 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
|
| 33 |
fragColor = vec4(u_Color.rgb, sign(color.a)*u_Color.a); |
|
| 34 |
} |
|
Also available in: Unified diff
remove the shaders in resources