Revision e029600f
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
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precision highp float; |
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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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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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out vec4 fragColor; |
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in vec2 v_TexCoordinate; |
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uniform sampler2D u_DepthTexture;
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uniform vec2 u_Size;
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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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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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vec4 convert(uint rgba) |
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layout (std430,binding=1) buffer linkedlist |
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{ |
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return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// https://en.wikipedia.org/wiki/Alpha_compositing (premultiplied) |
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vec4 blend(vec4 clr,vec4 srf) |
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{ |
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return clr + (1.0 - clr.a) * vec4(srf.rgb * srf.a , srf.a); |
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} |
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uint u_Records[]; |
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}; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
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{ |
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uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
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uint ptr = u_Records[index]; |
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uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
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uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
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uint index = pixelX + pixelY * uint(u_Size.x); |
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if( ptr == 0u ) discard; |
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else |
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{ |
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u_Records[index] = 0u; |
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vec4 color = convert(u_Records[ptr]); |
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if( (2*int(v_Pixel.x) > u_Size.x) && color.r==1.0 ) FRAG_COLOR = color; |
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else if( (2*int(v_Pixel.x) <=u_Size.x) && color.g==1.0 ) FRAG_COLOR = color; |
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else FRAG_COLOR = vec4(0.0,0.0,1.0,1.0); |
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//FRAG_COLOR = convert(u_Records[index]); |
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//u_Records[index] = 0u; |
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} |
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/* |
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uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
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uint curr = u_Records[index]; |
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if (curr == 0u) discard; |
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vec4 color= vec4(0.0,0.0,0.0,0.0); |
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u_Records[index] = 0u; |
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while (curr > 0u) // keep walking the linked list |
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{ // and blending the colors in |
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curr = u_Records[curr]; // |
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//color= blend( color, convert(u_Records[curr+2u]) ); // |
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color = convert(u_Records[curr+2u]); |
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if( color.a == 0.0 ) color = vec4(0.0,1.0,0.0,1.0); |
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} |
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if( curr>0u ) |
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{ |
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curr = u_Records[curr]; |
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color= convert(u_Records[curr+2u]); |
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} |
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gl_FragDepth = TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
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FRAG_COLOR = color; |
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uint ptr = u_Records[index]; |
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//else
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// FRAG_COLOR = vec4(1.0,0.0,0.0,1.0);
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*/
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if( u_Records[ptr]==2u ) fragColor = vec4(1.0,0.0,0.0,1.0);
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else if( u_Records[ptr]==1u ) fragColor = vec4(0.0,1.0,0.0,1.0);
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else fragColor = vec4(0.0,0.0,1.0,1.0);
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} |
Also available in: Unified diff
still debugging the OIT