/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #version 430 #pragma include "render_pipeline_base.inc.glsl" in vec4 p3d_Vertex; uniform isamplerBuffer CellListBuffer; uniform int threadCount; uint get_slice_count(uint cell_count) { return uint(ceil(float(cell_count * threadCount) / LC_CULLING_SLICE_WIDTH)); } void main() { // XXX: Get rid of all of this unnecessary uint divides. It does not matter // much for performance (since this is a vertex shader), but the logic // is still awful and could be much simpler. // I don't want to move the logic to the CPU though, as passing uniforms // is totally slow without UBO's. // Find the amount of cells to shade int num_total_cells = texelFetch(CellListBuffer, 0).x; // Compute the amount of pixel lines required to shade all cells uint num_used_slices = get_slice_count(num_total_cells); // Compute the percentage factor of the used slices uint max_tiles = MainSceneData.lc_tile_count.x * MainSceneData.lc_tile_count.y * LC_TILE_SLICES; uint max_slices = get_slice_count(max_tiles); float percentage_height = saturate(num_used_slices / float(max_slices)); // percentage_height = 1; // Store the vertex position. gl_Position = vec4( p3d_Vertex.x, fma(fma(p3d_Vertex.z, 0.5, 0.5) * percentage_height, 2.0, -1.0) , 0, 1); }