-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
82 lines
1.8 KiB
GLSL
82 lines
1.8 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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struct ParticleData {
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mat4 xform;
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vec3 velocity;
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bool is_active;
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vec4 color;
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vec4 custom;
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};
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layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
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ParticleData data[];
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}
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particles;
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layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
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vec4 data[];
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}
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instances;
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#ifdef USE_SORT_BUFFER
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layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
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vec2 data[];
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}
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sort_buffer;
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#endif // USE_SORT_BUFFER
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layout(push_constant, binding = 0, std430) uniform Params {
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vec3 sort_direction;
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uint total_particles;
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}
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params;
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void main() {
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#ifdef MODE_FILL_SORT_BUFFER
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uint particle = gl_GlobalInvocationID.x;
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if (particle >= params.total_particles) {
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return; //discard
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}
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sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
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sort_buffer.data[particle].y = float(particle);
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#endif
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#ifdef MODE_FILL_INSTANCES
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uint particle = gl_GlobalInvocationID.x;
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uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
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if (particle >= params.total_particles) {
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return; //discard
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}
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#ifdef USE_SORT_BUFFER
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particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
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#endif
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mat4 txform;
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if (particles.data[particle].is_active) {
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txform = transpose(particles.data[particle].xform);
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} else {
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txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
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}
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instances.data[write_offset + 0] = txform[0];
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instances.data[write_offset + 1] = txform[1];
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instances.data[write_offset + 2] = txform[2];
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instances.data[write_offset + 3] = particles.data[particle].color;
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instances.data[write_offset + 4] = particles.data[particle].custom;
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#endif
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}
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