Reworking sparse image residency sample

Was broken with recent drivers
This commit is contained in:
Sascha Willems 2020-07-11 13:01:02 +02:00
parent e370e6d169
commit 62070aa9f4
5 changed files with 202 additions and 360 deletions

View file

@ -7,9 +7,6 @@ layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
@ -21,27 +18,22 @@ void main()
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
// Fetch sparse until we get a valid texel
/*
float minLod = 1.0;
while (!sparseTexelsResidentARB(residencyCode))
{
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
minLod += 1.0f;
}
}
*/
// Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode);
if (!texelResident)
{
color = vec4(1.0, 0.0, 0.0, 0.0);
color = vec4(0.0, 0.0, 0.0, 0.0);
}
vec3 N = normalize(inNormal);
N = normalize((inNormal - 0.5) * 2.0);
vec3 L = normalize(inLightVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
outFragColor = vec4(diffuse, 1.0);
outFragColor = color;
}

View file

@ -14,26 +14,10 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outLodBias = ubo.lodBias;
outNormal = inNormal;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec3 lightPos = vec3(0.0, 50.0f, 0.0f);
outLightVec = lightPos - inPos.xyz;
outViewVec = ubo.viewPos.xyz - worldPos.xyz;
}