Toggle for shading rate pattern color visualization
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236595c940
commit
14aebeddbb
4 changed files with 38 additions and 5 deletions
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@ -12,6 +12,16 @@ layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec4 inTangent;
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layout (set = 0, binding = 0) uniform UBOScene
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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vec4 viewPos;
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int colorShadingRates;
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} uboScene;
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layout (location = 0) out vec4 outFragColor;
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layout (constant_id = 0) const bool ALPHA_MASK = false;
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@ -40,4 +50,17 @@ void main()
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vec3 diffuse = max(dot(N, L), ambient).rrr;
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float specular = pow(max(dot(R, V), 0.0), 32.0);
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outFragColor = vec4(diffuse * color.rgb + specular, color.a);
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if (uboScene.colorShadingRates == 1) {
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outFragColor = vec4(diffuse * vec3(1.0) + specular, color.a);
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if (gl_FragmentSizeNV.x == 1 && gl_FragmentSizeNV.y == 1) {
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outFragColor.rgb *= vec3(0.5, 1.0, 0.5);
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}
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if (gl_FragmentSizeNV.x == 2 || gl_FragmentSizeNV.y == 2) {
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outFragColor.rgb *= vec3(1.0, 1.0, 0.5);
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}
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if (gl_FragmentSizeNV.x == 4 || gl_FragmentSizeNV.y == 4) {
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outFragColor.rgb *= vec3(1.0, 0.5, 0.5);
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}
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}
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}
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@ -13,6 +13,7 @@ layout (set = 0, binding = 0) uniform UBOScene
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mat4 model;
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vec4 lightPos;
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vec4 viewPos;
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int colorShadingRates;
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} uboScene;
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layout (location = 0) out vec3 outNormal;
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