procedural-3d-engine/data/shaders/hlsl/oit/geometry.frag
2020-08-21 21:43:18 +02:00

52 lines
No EOL
1.1 KiB
GLSL

// Copyright 2020 Sascha Willems
struct VSOutput
{
float4 Pos : SV_POSITION;
};
struct Node
{
float4 color;
float depth;
uint next;
};
struct GeometrySBO
{
uint count;
uint maxNodeCount;
};
// Binding 0 : Position storage buffer
RWStructuredBuffer<GeometrySBO> geometrySBO : register(u1);
RWTexture2D<uint> headIndexImage : register(u2);
RWStructuredBuffer<Node> nodes : register(u3);
struct PushConsts {
float4x4 model;
float4 color;
};
[[vk::push_constant]] PushConsts pushConsts;
[earlydepthstencil]
void main(VSOutput input)
{
// Increase the node count
uint nodeIdx;
InterlockedAdd(geometrySBO[0].count, 1, nodeIdx);
// Check LinkedListSBO is full
if (nodeIdx < geometrySBO[0].maxNodeCount)
{
// Exchange new head index and previous head index
uint prevHeadIdx;
InterlockedExchange(headIndexImage[uint2(input.Pos.xy)], nodeIdx, prevHeadIdx);
// Store node data
nodes[nodeIdx].color = pushConsts.color;
nodes[nodeIdx].depth = input.Pos.z;
nodes[nodeIdx].next = prevHeadIdx;
}
}