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library / src / main / res / raw / blit_depth_fragment_shader.glsl @ 8777ce17

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision lowp float;
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precision highp uint;
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#if __VERSION__ != 100
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out vec4 fragColor;           // The output color
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in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
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in vec2 v_Pixel;              // location of the current fragment, in pixels
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#define TEXTURE texture
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#define FRAG_COLOR fragColor
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#else
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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varying vec2 v_Pixel;         // location of the current fragment, in pixels
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#define TEXTURE texture2D
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#define FRAG_COLOR gl_FragColor
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#endif
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uniform sampler2D u_Texture;
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uniform sampler2D u_DepthTexture;
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//////////////////////////////////////////////////////////////////////////////////////////////
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// per-pixel linked list. Order Independent Transparency.
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uniform ivec2 u_Size;
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uniform uint u_numRecords;
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layout (binding=0, offset=0) uniform atomic_uint u_Counter;  // initialize to 0
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layout (std430,binding=1) buffer linkedlist  // first (u_Size.x*u_Size.y) uints - head pointers,
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  {                                          // one for each pixel in the Output rectangle.
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  uint u_Records[];                          //
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  };                                         // Next 3*u_numRecords uints - actual linked list, i.e.
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                                             // triplets of (pointer,depth,rgba).
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking
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// linked-lists', 2001.
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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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  {
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  uint ptr = atomicCounterIncrement(u_Counter)-1u;
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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+1u] = depth;
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    u_Records[ptr+2u] = rgba;
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    memoryBarrier();
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    uint prev = uint(ij.x + ij.y * float(u_Size.x));
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    uint curr = u_Records[prev];
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/*
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    while (true)
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      {
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      if ( curr==0u || depth > u_Records[curr+1u] )  // need to insert here
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        {
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*/
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        u_Records[ptr] = curr; // next of new record is curr
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        memoryBarrier();
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        uint res = atomicCompSwap( u_Records[prev], curr, ptr );
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/*
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        if (res==curr) break;      // done!
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        else           curr = res; // could not insert! retry from same place in list
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        }
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      else // advance in list
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        {
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        prev = curr;
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        curr = u_Records[prev];
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        }
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      }
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*/
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    }
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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uint convert(vec4 c)
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  {
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  return ((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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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()                    		
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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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  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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    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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  }
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