Use sparse texture clamp to find first populated mip level for texels
This commit is contained in:
parent
372e7d74a2
commit
ab792d6a3d
4 changed files with 19 additions and 22 deletions
|
|
@ -7,6 +7,9 @@ layout (binding = 1) uniform sampler2D samplerColor;
|
||||||
|
|
||||||
layout (location = 0) in vec2 inUV;
|
layout (location = 0) in vec2 inUV;
|
||||||
layout (location = 1) in float inLodBias;
|
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;
|
layout (location = 0) out vec4 outFragColor;
|
||||||
|
|
||||||
|
|
@ -17,29 +20,26 @@ void main()
|
||||||
// Get residency code for current texel
|
// Get residency code for current texel
|
||||||
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
|
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
|
||||||
|
|
||||||
//#define MIN_LOD
|
|
||||||
#ifdef MIN_LOD
|
|
||||||
// Fetch sparse until we get a valid texel
|
// Fetch sparse until we get a valid texel
|
||||||
// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
|
|
||||||
float minLod = 1.0;
|
float minLod = 1.0;
|
||||||
while (!sparseTexelsResidentARB(residencyCode))
|
while (!sparseTexelsResidentARB(residencyCode))
|
||||||
{
|
{
|
||||||
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
|
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
|
||||||
minLod += 1.0f;
|
minLod += 1.0f;
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
// Check if texel is resident
|
// Check if texel is resident
|
||||||
bool texelResident = sparseTexelsResidentARB(residencyCode);
|
bool texelResident = sparseTexelsResidentARB(residencyCode);
|
||||||
|
|
||||||
float lodClamp = 1.0f;
|
if (!texelResident)
|
||||||
if (texelResident)
|
|
||||||
{
|
|
||||||
color = texture(samplerColor, inUV, inLodBias);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
color = vec4(1.0, 0.0, 0.0, 0.0);
|
color = vec4(1.0, 0.0, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
outFragColor = vec4(color.rgb, 1.0);
|
vec3 N = normalize(inNormal);
|
||||||
|
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 = vec4(color.rgb, 1.0);
|
||||||
}
|
}
|
||||||
Binary file not shown.
|
|
@ -17,9 +17,9 @@ layout (binding = 0) uniform UBO
|
||||||
|
|
||||||
layout (location = 0) out vec2 outUV;
|
layout (location = 0) out vec2 outUV;
|
||||||
layout (location = 1) out float outLodBias;
|
layout (location = 1) out float outLodBias;
|
||||||
//layout (location = 2) out vec3 outNormal;
|
layout (location = 2) out vec3 outNormal;
|
||||||
//layout (location = 3) out vec3 outViewVec;
|
layout (location = 3) out vec3 outViewVec;
|
||||||
//layout (location = 4) out vec3 outLightVec;
|
layout (location = 4) out vec3 outLightVec;
|
||||||
|
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
|
|
@ -30,16 +30,13 @@ void main()
|
||||||
{
|
{
|
||||||
outUV = inUV;
|
outUV = inUV;
|
||||||
outLodBias = ubo.lodBias;
|
outLodBias = ubo.lodBias;
|
||||||
|
outNormal = inNormal;
|
||||||
|
|
||||||
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
|
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
|
||||||
|
|
||||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||||
/*
|
|
||||||
vec4 pos = ubo.model * vec4(inPos, 1.0);
|
vec3 lightPos = vec3(0.0, -5.0f, 0.0f);
|
||||||
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
|
outLightVec = lightPos - inPos.xyz;
|
||||||
vec3 lightPos = vec3(0.0);
|
outViewVec = ubo.viewPos.xyz - worldPos.xyz;
|
||||||
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
|
|
||||||
outLightVec = lPos - pos.xyz;
|
|
||||||
outViewVec = ubo.viewPos.xyz - pos.xyz;
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue