2023-02-09 15:14:15 +00:00
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/*********************************************************************
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*
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* file: glsl_shaders.h
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* note: string literals auto-generated by embed_text.py
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2023-02-27 18:25:41 +00:00
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* date: 27/022023
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2023-02-09 15:14:15 +00:00
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*
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**********************************************************************/
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#ifndef __GLSL_SHADERS_H__
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#define __GLSL_SHADERS_H__
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//NOTE: string imported from src\glsl_shaders\common.glsl
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const char* glsl_common =
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"\n"
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"layout(std430) buffer;\n"
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"\n"
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"struct vertex {\n"
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" vec4 cubic;\n"
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" vec2 pos;\n"
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" int shapeIndex;\n"
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"};\n"
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"\n"
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"struct shape {\n"
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" vec4 color;\n"
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" vec4 clip;\n"
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2023-02-27 18:25:41 +00:00
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" float uvTransform[6];\n"
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2023-02-09 15:14:15 +00:00
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"};\n";
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//NOTE: string imported from src\glsl_shaders\blit_vertex.glsl
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const char* glsl_blit_vertex =
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"\n"
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"precision mediump float;\n"
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"\n"
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"out vec2 uv;\n"
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"\n"
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"void main()\n"
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"{\n"
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" float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n"
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" float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n"
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"\n"
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" gl_Position = vec4(-1.0f + x*2.0f, -1.0f+y*2.0f, 0.0f, 1.0f);\n"
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" uv = vec2(x, y);\n"
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"}\n";
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//NOTE: string imported from src\glsl_shaders\blit_fragment.glsl
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const char* glsl_blit_fragment =
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"\n"
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"precision mediump float;\n"
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"\n"
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"in vec2 uv;\n"
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"out vec4 fragColor;\n"
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"\n"
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"layout(location=0) uniform sampler2D tex;\n"
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"\n"
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"void main()\n"
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"{\n"
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" fragColor = texture(tex, uv);\n"
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"}\n";
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//NOTE: string imported from src\glsl_shaders\clear_counters.glsl
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const char* glsl_clear_counters =
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"\n"
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"layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
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"\n"
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"precision mediump float;\n"
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"layout(std430) buffer;\n"
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"\n"
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"layout(binding = 0) coherent restrict writeonly buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint tileIndex = gl_WorkGroupID.x;\n"
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" tileCounterBuffer.elements[tileIndex] = 0u;\n"
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"}\n";
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//NOTE: string imported from src\glsl_shaders\tile.glsl
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const char* glsl_tile =
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"\n"
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"layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;\n"
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"\n"
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"precision mediump float;\n"
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"\n"
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"layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n"
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" vertex elements[];\n"
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"} vertexBuffer ;\n"
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"\n"
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"layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n"
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" shape elements[];\n"
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"} shapeBuffer ;\n"
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"\n"
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"layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n"
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" uint elements[];\n"
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"} indexBuffer ;\n"
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"\n"
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"layout(binding = 3) coherent restrict buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"layout(binding = 4) coherent restrict writeonly buffer tileArrayBufferSSBO {\n"
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" uint elements[];\n"
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"} tileArrayBuffer ;\n"
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"\n"
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"layout(location = 0) uniform uint indexCount;\n"
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"layout(location = 1) uniform uvec2 tileCount;\n"
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"layout(location = 2) uniform uint tileSize;\n"
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"layout(location = 3) uniform uint tileArraySize;\n"
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"layout(location = 4) uniform vec2 scaling;\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint triangleIndex = (gl_WorkGroupID.x*gl_WorkGroupSize.x + gl_LocalInvocationIndex) * 3u;\n"
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" if(triangleIndex >= indexCount)\n"
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" {\n"
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" return;\n"
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" }\n"
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"\n"
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" uint i0 = indexBuffer.elements[triangleIndex];\n"
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" uint i1 = indexBuffer.elements[triangleIndex+1u];\n"
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" uint i2 = indexBuffer.elements[triangleIndex+2u];\n"
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"\n"
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" vec2 p0 = vertexBuffer.elements[i0].pos * scaling;\n"
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" vec2 p1 = vertexBuffer.elements[i1].pos * scaling;\n"
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" vec2 p2 = vertexBuffer.elements[i2].pos * scaling;\n"
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"\n"
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" int shapeIndex = vertexBuffer.elements[i0].shapeIndex;\n"
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" vec4 clip = shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling);\n"
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"\n"
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" vec4 fbox = vec4(max(min(min(p0.x, p1.x), p2.x), clip.x),\n"
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" max(min(min(p0.y, p1.y), p2.y), clip.y),\n"
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" min(max(max(p0.x, p1.x), p2.x), clip.z),\n"
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" min(max(max(p0.y, p1.y), p2.y), clip.w));\n"
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"\n"
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" ivec4 box = ivec4(floor(fbox))/int(tileSize);\n"
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"\n"
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" //NOTE(martin): it's importat to do the computation with signed int, so that we can have negative xMax/yMax\n"
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" // otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.\n"
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" int xMin = max(0, box.x);\n"
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" int yMin = max(0, box.y);\n"
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" int xMax = min(box.z, int(tileCount.x) - 1);\n"
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" int yMax = min(box.w, int(tileCount.y) - 1);\n"
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"\n"
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" for(int y = yMin; y <= yMax; y++)\n"
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" {\n"
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" for(int x = xMin ; x <= xMax; x++)\n"
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" {\n"
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" uint tileIndex = uint(y)*tileCount.x + uint(x);\n"
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" uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u);\n"
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" if(tileCounter < tileArraySize)\n"
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" {\n"
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" tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex;\n"
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" }\n"
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" }\n"
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" }\n"
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"}\n";
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//NOTE: string imported from src\glsl_shaders\sort.glsl
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const char* glsl_sort =
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"\n"
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"layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
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"\n"
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"precision mediump float;\n"
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"\n"
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"layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n"
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" vertex elements[];\n"
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"} vertexBuffer ;\n"
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"\n"
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"layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n"
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" shape elements[];\n"
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"} shapeBuffer ;\n"
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"\n"
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"layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n"
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" uint elements[];\n"
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"} indexBuffer ;\n"
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"\n"
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"layout(binding = 3) coherent readonly restrict buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"layout(binding = 4) coherent restrict buffer tileArrayBufferSSBO {\n"
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" uint elements[];\n"
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"} tileArrayBuffer ;\n"
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"\n"
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"layout(location = 0) uniform uint indexCount;\n"
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"layout(location = 1) uniform uvec2 tileCount;\n"
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"layout(location = 2) uniform uint tileSize;\n"
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"layout(location = 3) uniform uint tileArraySize;\n"
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"\n"
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"int get_shape_index(uint tileArrayOffset, uint tileArrayIndex)\n"
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"{\n"
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" uint triangleIndex = tileArrayBuffer.elements[tileArrayOffset + tileArrayIndex];\n"
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" uint i0 = indexBuffer.elements[triangleIndex];\n"
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" int shapeIndex = vertexBuffer.elements[i0].shapeIndex;\n"
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" return(shapeIndex);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint tileIndex = gl_WorkGroupID.x;\n"
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" uint tileArrayOffset = tileArraySize * tileIndex;\n"
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" uint tileArrayCount = min(tileCounterBuffer.elements[tileIndex], tileArraySize);\n"
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"\n"
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" for(uint tileArrayIndex=1u; tileArrayIndex < tileArrayCount; tileArrayIndex++)\n"
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" {\n"
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" for(uint sortIndex = tileArrayIndex; sortIndex > 0u; sortIndex--)\n"
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" {\n"
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" int shapeIndex = get_shape_index(tileArrayOffset, sortIndex);\n"
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" int prevShapeIndex = get_shape_index(tileArrayOffset, sortIndex-1u);\n"
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"\n"
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" if(shapeIndex >= prevShapeIndex)\n"
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" {\n"
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" break;\n"
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" }\n"
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" uint tmp = tileArrayBuffer.elements[tileArrayOffset + sortIndex];\n"
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" tileArrayBuffer.elements[tileArrayOffset + sortIndex] = tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u];\n"
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" tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u] = tmp;\n"
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" }\n"
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" }\n"
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"}\n";
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//NOTE: string imported from src\glsl_shaders\draw.glsl
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const char* glsl_draw =
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"\n"
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"#extension GL_ARB_gpu_shader_int64 : require\n"
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"layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\n"
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"\n"
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"precision mediump float;\n"
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"//precision mediump image2D;\n"
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"\n"
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"layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n"
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" vertex elements[];\n"
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"} vertexBuffer ;\n"
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"\n"
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"layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n"
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" shape elements[];\n"
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"} shapeBuffer ;\n"
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"\n"
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"layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n"
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" uint elements[];\n"
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"} indexBuffer ;\n"
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"\n"
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"layout(binding = 3) restrict readonly buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"layout(binding = 4) restrict readonly buffer tileArrayBufferSSBO {\n"
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" uint elements[];\n"
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"} tileArrayBuffer ;\n"
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"\n"
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"layout(location = 0) uniform uint indexCount;\n"
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"layout(location = 1) uniform uvec2 tileCount;\n"
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"layout(location = 2) uniform uint tileSize;\n"
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"layout(location = 3) uniform uint tileArraySize;\n"
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"layout(location = 4) uniform vec2 scaling;\n"
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2023-02-27 18:25:41 +00:00
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"layout(location = 5) uniform uint useTexture;\n"
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2023-02-09 15:14:15 +00:00
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"\n"
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"layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;\n"
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"\n"
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2023-02-27 18:25:41 +00:00
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"layout(binding = 1) uniform sampler2D srcTexture;\n"
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"\n"
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"\n"
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2023-02-09 15:14:15 +00:00
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"bool is_top_left(ivec2 a, ivec2 b)\n"
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"{\n"
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" return( (a.y == b.y && b.x < a.x)\n"
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" ||(b.y < a.y));\n"
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"}\n"
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"\n"
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"//////////////////////////////////////////////////////////////////////////////\n"
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"//TODO: we should do these computations on 64bits, because otherwise\n"
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"// we might overflow for values > 2048.\n"
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"// Unfortunately this is costly.\n"
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"// Another way is to precompute triangle edges (b - a) in full precision\n"
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"// once to avoid doing it all the time...\n"
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"//////////////////////////////////////////////////////////////////////////////\n"
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"int orient2d(ivec2 a, ivec2 b, ivec2 p)\n"
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"{\n"
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" return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));\n"
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"}\n"
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"\n"
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"int is_clockwise(ivec2 p0, ivec2 p1, ivec2 p2)\n"
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"{\n"
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" return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);\n"
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" uvec2 tileCoord = uvec2(pixelCoord) / tileSize;\n"
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" uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;\n"
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" uint tileCounter = min(tileCounterBuffer.elements[tileIndex], tileArraySize);\n"
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"\n"
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" const float subPixelFactor = 16.;\n"
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" ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);\n"
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"\n"
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"//*\n"
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" const int sampleCount = 8;\n"
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" ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3),\n"
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" centerPoint + ivec2(-1, -3),\n"
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" centerPoint + ivec2(5, -1),\n"
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" centerPoint + ivec2(-3, 5),\n"
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" centerPoint + ivec2(-5, -5),\n"
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" centerPoint + ivec2(-7, 1),\n"
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" centerPoint + ivec2(3, -7),\n"
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" centerPoint + ivec2(7, 7));\n"
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"/*/\n"
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" const int sampleCount = 4;\n"
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" ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),\n"
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" centerPoint + ivec2(6, 2),\n"
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" centerPoint + ivec2(-6, -2),\n"
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" centerPoint + ivec2(2, -6));\n"
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"//*/\n"
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" //DEBUG\n"
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"/*\n"
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" {\n"
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" vec4 fragColor = vec4(0);\n"
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"\n"
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" if( pixelCoord.x % 16 == 0\n"
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" ||pixelCoord.y % 16 == 0)\n"
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" {\n"
|
|
|
|
" fragColor = vec4(0, 0, 0, 1);\n"
|
|
|
|
" }\n"
|
|
|
|
" else if(tileCounterBuffer.elements[tileIndex] == 0xffffu)\n"
|
|
|
|
" {\n"
|
|
|
|
" fragColor = vec4(1, 0, 1, 1);\n"
|
|
|
|
" }\n"
|
|
|
|
" else if(tileCounter != 0u)\n"
|
|
|
|
" {\n"
|
|
|
|
" fragColor = vec4(0, 1, 0, 1);\n"
|
|
|
|
" }\n"
|
|
|
|
" else\n"
|
|
|
|
" {\n"
|
|
|
|
" fragColor = vec4(1, 0, 0, 1);\n"
|
|
|
|
" }\n"
|
|
|
|
" imageStore(outTexture, pixelCoord, fragColor);\n"
|
|
|
|
" return;\n"
|
|
|
|
" }\n"
|
|
|
|
"//*/\n"
|
|
|
|
" //----\n"
|
|
|
|
"\n"
|
|
|
|
" vec4 sampleColor[sampleCount];\n"
|
|
|
|
" vec4 currentColor[sampleCount];\n"
|
|
|
|
" int currentShapeIndex[sampleCount];\n"
|
|
|
|
" int flipCount[sampleCount];\n"
|
|
|
|
"\n"
|
|
|
|
" for(int i=0; i<sampleCount; i++)\n"
|
|
|
|
" {\n"
|
|
|
|
" currentShapeIndex[i] = -1;\n"
|
|
|
|
" flipCount[i] = 0;\n"
|
|
|
|
" sampleColor[i] = vec4(0, 0, 0, 0);\n"
|
|
|
|
" currentColor[i] = vec4(0, 0, 0, 0);\n"
|
|
|
|
" }\n"
|
|
|
|
"\n"
|
|
|
|
" for(uint tileArrayIndex=0u; tileArrayIndex < tileCounter; tileArrayIndex++)\n"
|
|
|
|
" {\n"
|
|
|
|
" uint triangleIndex = tileArrayBuffer.elements[tileArraySize * tileIndex + tileArrayIndex];\n"
|
|
|
|
"\n"
|
|
|
|
" uint i0 = indexBuffer.elements[triangleIndex];\n"
|
|
|
|
" uint i1 = indexBuffer.elements[triangleIndex+1u];\n"
|
|
|
|
" uint i2 = indexBuffer.elements[triangleIndex+2u];\n"
|
|
|
|
"\n"
|
|
|
|
" ivec2 p0 = ivec2((vertexBuffer.elements[i0].pos * scaling) * subPixelFactor);\n"
|
|
|
|
" ivec2 p1 = ivec2((vertexBuffer.elements[i1].pos * scaling) * subPixelFactor);\n"
|
|
|
|
" ivec2 p2 = ivec2((vertexBuffer.elements[i2].pos * scaling) * subPixelFactor);\n"
|
|
|
|
"\n"
|
|
|
|
" int shapeIndex = vertexBuffer.elements[i0].shapeIndex;\n"
|
|
|
|
" vec4 color = shapeBuffer.elements[shapeIndex].color;\n"
|
2023-02-27 18:50:18 +00:00
|
|
|
" color.rgb *= color.a;\n"
|
|
|
|
"\n"
|
2023-02-09 15:14:15 +00:00
|
|
|
" ivec4 clip = ivec4(round((shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling) + vec4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));\n"
|
|
|
|
"\n"
|
2023-02-27 18:25:41 +00:00
|
|
|
" mat3 uvTransform = mat3(shapeBuffer.elements[shapeIndex].uvTransform[0],\n"
|
|
|
|
" shapeBuffer.elements[shapeIndex].uvTransform[3],\n"
|
|
|
|
" 0.,\n"
|
|
|
|
" shapeBuffer.elements[shapeIndex].uvTransform[1],\n"
|
|
|
|
" shapeBuffer.elements[shapeIndex].uvTransform[4],\n"
|
|
|
|
" 0.,\n"
|
|
|
|
" shapeBuffer.elements[shapeIndex].uvTransform[2],\n"
|
|
|
|
" shapeBuffer.elements[shapeIndex].uvTransform[5],\n"
|
|
|
|
" 1.);\n"
|
|
|
|
"\n"
|
2023-02-09 15:14:15 +00:00
|
|
|
" //NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge\n"
|
|
|
|
" int cw = is_clockwise(p0, p1, p2);\n"
|
|
|
|
" if(cw < 0)\n"
|
|
|
|
" {\n"
|
|
|
|
" uint tmpIndex = i1;\n"
|
|
|
|
" i1 = i2;\n"
|
|
|
|
" i2 = tmpIndex;\n"
|
|
|
|
"\n"
|
|
|
|
" ivec2 tmpPoint = p1;\n"
|
|
|
|
" p1 = p2;\n"
|
|
|
|
" p2 = tmpPoint;\n"
|
|
|
|
" }\n"
|
|
|
|
"\n"
|
|
|
|
" vec4 cubic0 = vertexBuffer.elements[i0].cubic;\n"
|
|
|
|
" vec4 cubic1 = vertexBuffer.elements[i1].cubic;\n"
|
|
|
|
" vec4 cubic2 = vertexBuffer.elements[i2].cubic;\n"
|
|
|
|
"\n"
|
|
|
|
" int bias0 = is_top_left(p1, p2) ? 0 : -1;\n"
|
|
|
|
" int bias1 = is_top_left(p2, p0) ? 0 : -1;\n"
|
|
|
|
" int bias2 = is_top_left(p0, p1) ? 0 : -1;\n"
|
|
|
|
"\n"
|
|
|
|
" for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)\n"
|
|
|
|
" {\n"
|
|
|
|
" ivec2 samplePoint = samplePoints[sampleIndex];\n"
|
|
|
|
"\n"
|
|
|
|
" if( samplePoint.x < clip.x\n"
|
|
|
|
" || samplePoint.x > clip.z\n"
|
|
|
|
" || samplePoint.y < clip.y\n"
|
|
|
|
" || samplePoint.y > clip.w)\n"
|
|
|
|
" {\n"
|
|
|
|
" continue;\n"
|
|
|
|
" }\n"
|
|
|
|
"\n"
|
|
|
|
" int w0 = orient2d(p1, p2, samplePoint);\n"
|
|
|
|
" int w1 = orient2d(p2, p0, samplePoint);\n"
|
|
|
|
" int w2 = orient2d(p0, p1, samplePoint);\n"
|
|
|
|
"\n"
|
|
|
|
" if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)\n"
|
|
|
|
" {\n"
|
|
|
|
" vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));\n"
|
|
|
|
"\n"
|
|
|
|
" float eps = 0.0001;\n"
|
|
|
|
" if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)\n"
|
|
|
|
" {\n"
|
|
|
|
" if(shapeIndex == currentShapeIndex[sampleIndex])\n"
|
|
|
|
" {\n"
|
|
|
|
" flipCount[sampleIndex]++;\n"
|
|
|
|
" }\n"
|
|
|
|
" else\n"
|
|
|
|
" {\n"
|
|
|
|
" if((flipCount[sampleIndex] & 0x01) != 0)\n"
|
|
|
|
" {\n"
|
|
|
|
" sampleColor[sampleIndex] = currentColor[sampleIndex];\n"
|
|
|
|
" }\n"
|
2023-02-27 18:25:41 +00:00
|
|
|
"\n"
|
|
|
|
" vec4 nextColor = color;\n"
|
|
|
|
" if(useTexture)\n"
|
|
|
|
" {\n"
|
|
|
|
" vec3 sampleFP = vec3(vec2(samplePoint).xy/(subPixelFactor*2.), 1);\n"
|
|
|
|
" vec2 uv = (uvTransform * sampleFP).xy;\n"
|
2023-02-27 18:50:18 +00:00
|
|
|
" vec4 texColor = texture(srcTexture, uv);\n"
|
|
|
|
" texColor.rgb *= texColor.a;\n"
|
|
|
|
" nextColor *= texColor;\n"
|
2023-02-27 18:25:41 +00:00
|
|
|
" }\n"
|
2023-02-27 18:50:18 +00:00
|
|
|
" currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;\n"
|
2023-02-09 15:14:15 +00:00
|
|
|
" currentShapeIndex[sampleIndex] = shapeIndex;\n"
|
|
|
|
" flipCount[sampleIndex] = 1;\n"
|
|
|
|
" }\n"
|
|
|
|
" }\n"
|
|
|
|
" }\n"
|
|
|
|
" }\n"
|
|
|
|
" }\n"
|
|
|
|
" vec4 pixelColor = vec4(0);\n"
|
|
|
|
" for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)\n"
|
|
|
|
" {\n"
|
|
|
|
" if((flipCount[sampleIndex] & 0x01) != 0)\n"
|
|
|
|
" {\n"
|
|
|
|
" sampleColor[sampleIndex] = currentColor[sampleIndex];\n"
|
|
|
|
" }\n"
|
|
|
|
" pixelColor += sampleColor[sampleIndex];\n"
|
|
|
|
" }\n"
|
|
|
|
"\n"
|
|
|
|
" imageStore(outTexture, pixelCoord, pixelColor/float(sampleCount));\n"
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
#endif // __GLSL_SHADERS_H__
|