engine/bin/data/shaders/display/rendertarget.frag.glsl
2021-03-01 00:00:00 -06:00

75 lines
2.0 KiB
GLSL

#version 450
#extension GL_EXT_samplerless_texture_functions : require
#define MULTISAMPLING 1
#define UF_DEFERRED_SAMPLING 0
#define UF_CAN_DISCARD 1
#if !MULTISAMPLING
layout (binding = 1) uniform usampler2D textureId;
layout (binding = 2) uniform sampler2D textureNormals;
#if UF_DEFERRED_SAMPLING
layout (binding = 3) uniform sampler2D textureUvs;
#else
layout (binding = 3) uniform sampler2D textureAlbedo;
#endif
#else
layout (binding = 1) uniform usampler2DMS textureId;
layout (binding = 2) uniform sampler2DMS textureNormals;
#if UF_DEFERRED_SAMPLING
layout (binding = 3) uniform sampler2DMS textureUvs;
#else
layout (binding = 3) uniform sampler2DMS textureAlbedo;
#endif
#endif
struct Cursor {
vec2 position;
vec2 radius;
vec4 color;
};
vec4 resolve( sampler2DMS t, ivec2 uv ) {
vec4 resolved = vec4(0);
int samples = textureSamples(t);
for ( int i = 0; i < samples; ++i ) {
resolved += texelFetch(t, uv, i);
}
resolved /= float(samples);
return resolved;
}
layout (location = 0) in vec2 inUv;
layout (location = 1) in float inAlpha;
layout (location = 2) in Cursor inCursor;
layout (location = 0) out vec4 outAlbedo;
void main() {
#if !MULTISAMPLING
ivec2 screenSize = textureSize(textureId, 0);
#else
ivec2 screenSize = textureSize(textureId);
#endif
ivec2 uv = ivec2(inUv * screenSize);
if ( inCursor.radius.x <= 0 || inCursor.radius.y <= 0 ) {
#if !MULTISAMPLING
outAlbedo = texture(textureAlbedo, uv).rgba;
#else
outAlbedo = resolve( textureAlbedo, uv );
#endif
return;
}
float dist = pow(inUv.x - inCursor.position.x, 2) / pow(inCursor.radius.x, 2) + pow(inUv.y - inCursor.position.y, 2) / pow(inCursor.radius.y, 2);
#if !MULTISAMPLING
outAlbedo = texture(textureAlbedo, inUv);
#else
outAlbedo = resolve( textureAlbedo, uv );
#endif
if ( dist <= 1 ) {
float attenuation = dist;
outAlbedo.rgb = mix( inCursor.color.rgb * inCursor.color.a, outAlbedo.rgb, attenuation );
}
if ( inAlpha < 1.0 ) outAlbedo.a = inAlpha;
}