Files
flower/source/shader/mesh/staticmesh_prepass.glsl
2023-04-23 21:57:20 +08:00

112 lines
3.9 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#include "../common/shared_struct.glsl"
#include "../common/shared_shading_model.glsl"
// Attributes need lerp.
struct VS2PS
{
vec2 uv0;
vec4 unjitterPos;
};
layout (set = 0, binding = 0) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 1) readonly buffer SSBOPerObject { StaticMeshPerObjectData objectDatas[]; };
layout (set = 0, binding = 2) readonly buffer SSBOIndirectDraws { StaticMeshDrawCommand drawCommands[]; };
layout (set = 0, binding = 3, r8) uniform image2D outSelectionMask;
layout (set = 1, binding = 0) readonly buffer BindlessSSBOVertices { float data[]; } verticesArray[];
layout (set = 2, binding = 0) readonly buffer BindlessSSBOIndices { uint data[]; } indicesArray[];
layout (set = 3, binding = 0) uniform texture2D texture2DBindlessArray[];
layout (set = 4, binding = 0) uniform sampler samplerArray[];
#ifdef VERTEX_SHADER ///////////// vertex shader start
layout(location = 0) out flat uint outObjectId;
layout(location = 2) out VS2PS vsOut;
void main()
{
// Load object data.
outObjectId = drawCommands[gl_DrawID].objectId;
const StaticMeshPerObjectData objectData = objectDatas[outObjectId];
// We get bindless array id first.
const uint indicesId = objectData.indicesArrayId;
const uint positionId = objectData.positionsArrayId;
const uint uv0Id = objectData.uv0sArrayId;
// Vertex count same with index count, so vertex index same with index index.
const uint indexId = gl_VertexIndex;
// Then fetech vertex index from indices array.
const uint vertexId = indicesArray[nonuniformEXT(indicesId)].data[indexId];
vec3 position;
vec2 uv0;
position.x = verticesArray[nonuniformEXT(positionId)].data[vertexId * kPositionStrip + 0];
position.y = verticesArray[nonuniformEXT(positionId)].data[vertexId * kPositionStrip + 1];
position.z = verticesArray[nonuniformEXT(positionId)].data[vertexId * kPositionStrip + 2];
uv0.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId * kUv0Strip + 0];
uv0.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId * kUv0Strip + 1];
// Uv0 ready.
vsOut.uv0 = uv0;
// All ready, start to do vertex space-transform.
const mat4 modelMatrix = objectData.modelMatrix;
// Local vertex position.
const vec4 localPosition = vec4(position, 1.0f);
const vec4 worldPosition = modelMatrix * localPosition;
// Convert to clip space.
gl_Position = frameData.camViewProj * worldPosition;
vsOut.unjitterPos = frameData.camViewProjNoJitter * worldPosition;
}
#endif /////////////////////////// vertex shader end
#ifdef PIXEL_SHADER ////////////// pixel shader start
vec4 tex(uint texId,uint samplerId,vec2 uv)
{
return texture(sampler2D(texture2DBindlessArray[nonuniformEXT(texId)], samplerArray[nonuniformEXT(samplerId)]), uv, frameData.basicTextureLODBias);
}
layout(location = 0) in flat uint inObjectId;
layout(location = 2) in VS2PS vsIn;
void main()
{
// Load object data.
const StaticMeshPerObjectData objectData = objectDatas[inObjectId];
const MaterialStandardPBR material = objectData.material;
// Load base color and cut off alpha.
vec4 baseColor = tex(material.baseColorId, material.baseColorSampler, vsIn.uv0);
baseColor = baseColor * material.baseColorMul + material.baseColorAdd;
if(baseColor.a < material.cutoff)
{
discard;
}
// Select mask, don't need z test.
if(objectData.bSelected != 0)
{
vec3 projPosUnjitter = vsIn.unjitterPos.xyz / vsIn.unjitterPos.w;
projPosUnjitter.xy = 0.5 * projPosUnjitter.xy + 0.5;
projPosUnjitter.y = 1.0 - projPosUnjitter.y;
ivec2 storeMaskPos = ivec2(projPosUnjitter.xy * imageSize(outSelectionMask));
imageStore(outSelectionMask, storeMaskPos, vec4(1.0));
}
}
#endif //////////////////////////// pixel shader end