/** * * 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" #pragma optionNV (unroll all) layout(local_size_x = 10, local_size_y = 4, local_size_z = 1) in; uniform writeonly image2D RESTRICT DestTex; uniform samplerBuffer FPSValues; uniform int index; uniform float maxMs; void main() { // TODO: Might make this an input const ivec2 widget_size = ivec2(250, 120); ivec2 coord = ivec2(gl_GlobalInvocationID.xy); // Store the current pixels color vec4 color = vec4(0); int buffer_offset = coord.x + index; // Make sure the value does not get negative buffer_offset += 10 * widget_size.x; buffer_offset = buffer_offset % widget_size.x; float ms_value = texelFetch(FPSValues, buffer_offset).x; float prev_ms_value = texelFetch( FPSValues, (buffer_offset - 1 + widget_size.x) % widget_size.x).x; int ms_pixel = int(ms_value / maxMs * widget_size.y); int prev_ms_pixel = int(prev_ms_value / maxMs * widget_size.y); if (coord.y >= min(ms_pixel, prev_ms_pixel) && coord.y <= max(ms_pixel, prev_ms_pixel)) { color = vec4(0, 1, 0, 1); } // Axis if (coord.x == 0 || coord.y == 0) { color = vec4(1); } imageStore(DestTex, coord, color); }