Use sparse texture clamp to find first populated mip level for texels
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4 changed files with 19 additions and 22 deletions
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@ -7,6 +7,9 @@ layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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@ -17,29 +20,26 @@ void main()
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// Get residency code for current texel
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int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
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//#define MIN_LOD
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#ifdef MIN_LOD
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// Fetch sparse until we get a valid texel
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// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
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float minLod = 1.0;
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while (!sparseTexelsResidentARB(residencyCode))
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{
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residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
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minLod += 1.0f;
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}
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#endif
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// Check if texel is resident
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bool texelResident = sparseTexelsResidentARB(residencyCode);
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float lodClamp = 1.0f;
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if (texelResident)
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{
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color = texture(samplerColor, inUV, inLodBias);
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}
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else
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if (!texelResident)
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{
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color = vec4(1.0, 0.0, 0.0, 0.0);
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}
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outFragColor = vec4(color.rgb, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
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outFragColor = vec4(diffuse, 1.0);
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// outFragColor = vec4(color.rgb, 1.0);
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}
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@ -17,9 +17,9 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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//layout (location = 2) out vec3 outNormal;
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//layout (location = 3) out vec3 outViewVec;
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//layout (location = 4) out vec3 outLightVec;
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layout (location = 2) out vec3 outNormal;
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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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@ -30,16 +30,13 @@ void main()
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{
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outUV = inUV;
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outLodBias = ubo.lodBias;
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outNormal = inNormal;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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/*
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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*/
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vec3 lightPos = vec3(0.0, -5.0f, 0.0f);
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outLightVec = lightPos - inPos.xyz;
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outViewVec = ubo.viewPos.xyz - worldPos.xyz;
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}
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