SPIRV-Cross/reference/shaders/comp/bake_gradient.comp
dan sinclair 63fbdaca93 Roll deps.
This CL updates the GLSLang and SPIRV-Tools depedencies and updates test
files as needed.
2020-07-06 11:24:30 -04:00

40 lines
1.8 KiB
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#version 310 es
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(binding = 4, std140) uniform UBO
{
vec4 uInvSize;
vec4 uScale;
} _46;
layout(binding = 0) uniform mediump sampler2D uHeight;
layout(binding = 1) uniform mediump sampler2D uDisplacement;
layout(binding = 2, rgba16f) uniform writeonly mediump image2D iHeightDisplacement;
layout(binding = 3, rgba16f) uniform writeonly mediump image2D iGradJacobian;
mediump float jacobian(mediump vec2 dDdx, mediump vec2 dDdy)
{
return ((1.0 + dDdx.x) * (1.0 + dDdy.y)) - (dDdx.y * dDdy.x);
}
void main()
{
vec4 uv = (vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.5);
float h = textureLod(uHeight, uv.xy, 0.0).x;
float x0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(-1, 0)).x;
float x1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(1, 0)).x;
float y0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, -1)).x;
float y1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, 1)).x;
vec2 grad = (_46.uScale.xy * 0.5) * vec2(x1 - x0, y1 - y0);
vec2 displacement = textureLod(uDisplacement, uv.zw, 0.0).xy * 1.2000000476837158203125;
vec2 dDdx = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625;
vec2 dDdy = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625;
mediump vec2 param = dDdx * _46.uScale.z;
mediump vec2 param_1 = dDdy * _46.uScale.z;
float j = jacobian(param, param_1);
displacement = vec2(0.0);
imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.0));
imageStore(iGradJacobian, ivec2(gl_GlobalInvocationID.xy), vec4(grad, j, 0.0));
}