74 lines
2.4 KiB
GLSL
74 lines
2.4 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma optionNV (unroll all)
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layout(local_size_x = 10, local_size_y = 4, local_size_z = 1) in;
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uniform writeonly image2D RESTRICT DestTex;
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uniform samplerBuffer FPSValues;
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uniform int index;
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uniform float maxMs;
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void main() {
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// TODO: Might make this an input
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const ivec2 widget_size = ivec2(250, 120);
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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// Store the current pixels color
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vec4 color = vec4(0);
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int buffer_offset = coord.x + index;
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// Make sure the value does not get negative
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buffer_offset += 10 * widget_size.x;
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buffer_offset = buffer_offset % widget_size.x;
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float ms_value = texelFetch(FPSValues, buffer_offset).x;
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float prev_ms_value = texelFetch(
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FPSValues, (buffer_offset - 1 + widget_size.x) % widget_size.x).x;
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int ms_pixel = int(ms_value / maxMs * widget_size.y);
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int prev_ms_pixel = int(prev_ms_value / maxMs * widget_size.y);
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if (coord.y >= min(ms_pixel, prev_ms_pixel) &&
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coord.y <= max(ms_pixel, prev_ms_pixel)) {
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color = vec4(0, 1, 0, 1);
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}
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// Axis
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if (coord.x == 0 || coord.y == 0) {
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color = vec4(1);
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}
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imageStore(DestTex, coord, color);
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}
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