Project

General

Profile

Download (2.36 KB) Statistics
| Branch: | Revision:

library / src / main / res / raw / blit_depth_fragment_shader.glsl @ e029600f

1
//////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2018 Leszek Koltunski                                                          //
3
//                                                                                          //
4
// This file is part of Distorted.                                                          //
5
//                                                                                          //
6
// Distorted is free software: you can redistribute it and/or modify                        //
7
// it under the terms of the GNU General Public License as published by                     //
8
// the Free Software Foundation, either version 2 of the License, or                        //
9
// (at your option) any later version.                                                      //
10
//                                                                                          //
11
// Distorted 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                            //
14
// GNU General Public License for more details.                                             //
15
//                                                                                          //
16
// You should have received a copy of the GNU General Public License                        //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18
//////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
precision highp float;
21
precision highp int;
22

    
23
out vec4 fragColor;
24
in vec2 v_TexCoordinate;
25

    
26
uniform vec2 u_Size;
27

    
28
layout (binding=0, offset=0) uniform atomic_uint u_Counter;
29

    
30
layout (std430,binding=1) buffer linkedlist
31
  {
32
  uint u_Records[];
33
  };
34

    
35
//////////////////////////////////////////////////////////////////////////////////////////////
36

    
37
void main()                    		
38
  {
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 = atomicCounterIncrement(u_Counter) + uint(u_Size.x*u_Size.y);
44
  u_Records[ptr  ] = (v_TexCoordinate.x>0.5?2u:1u);
45
  u_Records[index] = ptr;
46
  discard;
47
  }
(1-1/9)