engine/bin/data/shaders/graph/base/frag.glsl

134 lines
3.8 KiB
GLSL

#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
}