#version 450 #pragma shader_stage(fragment) //#extension GL_EXT_nonuniform_qualifier : enable #define FRAGMENT 1 #define CAN_DISCARD 1 #define MAX_TEXTURES textures.length() layout (constant_id = 0) const uint TEXTURES = 1; #include "../../common/macros.h" #include "../../common/structs.h" #if BARYCENTRIC && !BARYCENTRIC_CALCULATE // AMD has a specific extension with a helpful intrinsic, but it's not necessary #if AMD #define BARYCENTRIC_STABILIZE 1 #define BARY_COORD gl_BaryCoordSmoothAMD #extension GL_AMD_shader_explicit_vertex_parameter : enable #else #define BARYCENTRIC_STABILIZE 0 #define BARY_COORD gl_BaryCoordEXT #extension GL_EXT_fragment_shader_barycentric : enable #endif #endif layout (binding = 6) uniform sampler2D samplerTextures[TEXTURES]; layout (std140, binding = 7) readonly buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 8) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 9) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 10) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 11) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 12) readonly buffer Lights { Light lights[]; }; #include "../../common/functions.h" layout (location = 0) flat in uvec4 inId; layout (location = 1) flat in vec4 inPOS0; #if BARYCENTRIC_STABILIZE layout (location = 2) __explicitInterpAMD in vec4 inPOS1; #else layout (location = 2) in vec4 inPOS1; #endif layout (location = 3) in vec3 inPosition; layout (location = 4) in vec2 inUv; layout (location = 5) in vec4 inColor; layout (location = 6) in vec2 inSt; layout (location = 7) in vec3 inNormal; layout (location = 8) in vec3 inTangent; layout (location = 0) out uvec2 outId; #if BARYCENTRIC layout (location = 1) out vec2 outBary; #else layout (location = 1) out vec4 outUv; layout (location = 2) out vec4 outNormal; #endif void main() { const uint triangleID = gl_PrimitiveID; // uint(inId.x); const uint drawID = uint(inId.y); const uint instanceID = uint(inId.z); #if CAN_DISCARD const DrawCommand drawCommand = drawCommands[drawID]; const Instance instance = instances[instanceID]; const Material material = materials[instance.materialID]; surface.uv.xy = wrap(inUv.xy); surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); surface.st.xy = wrap(inSt.xy); surface.st.z = mipLevel(dFdx(inSt), dFdy(inSt)); vec4 A = inColor * material.colorBase; // sample albedo if ( validTextureIndex( material.indexAlbedo ) ) { A = sampleTexture( material.indexAlbedo ); } // alpha mode OPAQUE if ( material.modeAlpha == 0 ) { A.a = 1; // alpha mode BLEND } else if ( material.modeAlpha == 1 ) { // alpha mode MASK } else if ( material.modeAlpha == 2 ) { if ( A.a < abs(material.factorAlphaCutoff) ) discard; A.a = 1; } if ( A.a < 0.0001 ) discard; #if !BARYCENTRIC outUv = vec4(surface.uv.xy, surface.st.xy); outNormal = vec4( encodeNormals(inNormal), encodeNormals(inTangent) ); #endif #endif outId = uvec2(triangleID + 1, instanceID + 1); #if BARYCENTRIC && !BARYCENTRIC_CALCULATE vec3 bary = vec3(BARY_COORD.xy, 1 - BARY_COORD.x - BARY_COORD.y); // AMD's barycentric emits a different order for coords #if AMD bary = bary.yzx; #endif #if BARYCENTRIC_STABILIZE vec4 v0 = interpolateAtVertexAMD(inPOS1, 0); vec4 v1 = interpolateAtVertexAMD(inPOS1, 1); vec4 v2 = interpolateAtVertexAMD(inPOS1, 2); if (v0 == inPOS0) outBary = encodeBarycentrics(bary.yzx); else if (v1 == inPOS0) outBary = encodeBarycentrics(bary.zxy); else if (v2 == inPOS0) outBary = encodeBarycentrics(bary.xyz); #else outBary = encodeBarycentrics(bary.xyz); #endif #endif }