68 lines
2.5 KiB
GLSL
68 lines
2.5 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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in vec4 p3d_Vertex;
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uniform isamplerBuffer CellListBuffer;
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uniform int threadCount;
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uint get_slice_count(uint cell_count) {
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return uint(ceil(float(cell_count * threadCount) / LC_CULLING_SLICE_WIDTH));
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}
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void main() {
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// XXX: Get rid of all of this unnecessary uint divides. It does not matter
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// much for performance (since this is a vertex shader), but the logic
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// is still awful and could be much simpler.
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// I don't want to move the logic to the CPU though, as passing uniforms
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// is totally slow without UBO's.
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// Find the amount of cells to shade
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int num_total_cells = texelFetch(CellListBuffer, 0).x;
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// Compute the amount of pixel lines required to shade all cells
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uint num_used_slices = get_slice_count(num_total_cells);
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// Compute the percentage factor of the used slices
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uint max_tiles = MainSceneData.lc_tile_count.x *
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MainSceneData.lc_tile_count.y *
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LC_TILE_SLICES;
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uint max_slices = get_slice_count(max_tiles);
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float percentage_height = saturate(num_used_slices / float(max_slices));
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// percentage_height = 1;
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// Store the vertex position.
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gl_Position = vec4(
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p3d_Vertex.x,
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fma(fma(p3d_Vertex.z, 0.5, 0.5) * percentage_height, 2.0, -1.0) , 0, 1);
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}
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