Compute shader frustum culling and lod selection example (wip)
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data/shaders/computecullandlod/indirectdraw.vert
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51
data/shaders/computecullandlod/indirectdraw.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// Vertex attributes
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in vec3 instanceRot;
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layout (location = 6) in float instanceScale;
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layout (location = 7) in float instanceTexIndex;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor;
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outUV = vec3(inUV, instanceTexIndex);
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outUV.t = 1.0 - outUV.t;
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outNormal = inNormal;// * mat3(rotMat);
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0)/* rotMat*/;
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gl_Position = ubo.projection * ubo.modelview * pos;
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vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
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vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0);
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outLightVec = lPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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