diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/deferredmultisampling | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/deferredmultisampling')
6 files changed, 295 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/deferredmultisampling/debug.frag b/tests/glsl/sascha-willems/deferredmultisampling/debug.frag new file mode 100644 index 000000000..f404711dd --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/debug.frag @@ -0,0 +1,56 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2DMS samplerPosition; +layout (binding = 2) uniform sampler2DMS samplerNormal; +layout (binding = 3) uniform sampler2DMS samplerAlbedo; + +layout (location = 0) in vec3 inUV; + +layout (location = 0) out vec4 outFragColor; + +#define NUM_SAMPLES 8 + +vec4 resolve(sampler2DMS tex, ivec2 uv) +{ + vec4 result = vec4(0.0); + int count = 0; + for (int i = 0; i < NUM_SAMPLES; i++) + { + vec4 val = texelFetch(tex, uv, i); + result += val; + count++; + } + return result / float(NUM_SAMPLES); +} + +void main() +{ + ivec2 attDim = textureSize(samplerPosition); + ivec2 UV = ivec2(inUV.st * attDim * 2.0); + + highp int index = 0; + if (inUV.s > 0.5) + { + index = 1; + UV.s -= attDim.x; + } + if (inUV.t > 0.5) + { + index = 2; + UV.t -= attDim.y; + } + + vec3 components[3]; + components[0] = resolve(samplerPosition, UV).rgb; + components[1] = resolve(samplerNormal, UV).rgb; + components[2] = resolve(samplerAlbedo, UV).rgb; + // Uncomment to display specular component + //components[2] = vec3(texture(samplerAlbedo, inUV.st).a); + + // Select component depending on UV + outFragColor.rgb = components[index]; +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/deferredmultisampling/debug.vert b/tests/glsl/sascha-willems/deferredmultisampling/debug.vert new file mode 100644 index 000000000..c62c3364a --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/debug.vert @@ -0,0 +1,24 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; +} ubo; + +layout (location = 0) out vec3 outUV; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0); + gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f); +} diff --git a/tests/glsl/sascha-willems/deferredmultisampling/deferred.frag b/tests/glsl/sascha-willems/deferredmultisampling/deferred.frag new file mode 100644 index 000000000..59f855281 --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/deferred.frag @@ -0,0 +1,104 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2DMS samplerPosition; +layout (binding = 2) uniform sampler2DMS samplerNormal; +layout (binding = 3) uniform sampler2DMS samplerAlbedo; + +layout (location = 0) in vec2 inUV; + +layout (location = 0) out vec4 outFragcolor; + +struct Light { + vec4 position; + vec3 color; + float radius; +}; + +layout (binding = 4) uniform UBO +{ + Light lights[6]; + vec4 viewPos; + ivec2 windowSize; +} ubo; + +layout (constant_id = 0) const int NUM_SAMPLES = 8; + +#define NUM_LIGHTS 6 + +// Manual resolve for MSAA samples +vec4 resolve(sampler2DMS tex, ivec2 uv) +{ + vec4 result = vec4(0.0); + for (int i = 0; i < NUM_SAMPLES; i++) + { + vec4 val = texelFetch(tex, uv, i); + result += val; + } + // Average resolved samples + return result / float(NUM_SAMPLES); +} + +vec3 calculateLighting(vec3 pos, vec3 normal, vec4 albedo) +{ + vec3 result = vec3(0.0); + + for(int i = 0; i < NUM_LIGHTS; ++i) + { + // Vector to light + vec3 L = ubo.lights[i].position.xyz - pos; + // Distance from light to fragment position + float dist = length(L); + + // Viewer to fragment + vec3 V = ubo.viewPos.xyz - pos; + V = normalize(V); + + // Light to fragment + L = normalize(L); + + // Attenuation + float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0); + + // Diffuse part + vec3 N = normalize(normal); + float NdotL = max(0.0, dot(N, L)); + vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten; + + // Specular part + vec3 R = reflect(-L, N); + float NdotR = max(0.0, dot(R, V)); + vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 8.0) * atten; + + result += diff + spec; + } + return result; +} + +void main() +{ + ivec2 attDim = textureSize(samplerPosition); + ivec2 UV = ivec2(inUV * attDim); + + #define ambient 0.15 + + // Ambient part + vec4 alb = resolve(samplerAlbedo, UV); + vec3 fragColor = vec3(0.0); + + // Calualte lighting for every MSAA sample + for (int i = 0; i < NUM_SAMPLES; i++) + { + vec3 pos = texelFetch(samplerPosition, UV, i).rgb; + vec3 normal = texelFetch(samplerNormal, UV, i).rgb; + vec4 albedo = texelFetch(samplerAlbedo, UV, i); + fragColor += calculateLighting(pos, normal, albedo); + } + + fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES); + + outFragcolor = vec4(fragColor, 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/deferredmultisampling/deferred.vert b/tests/glsl/sascha-willems/deferredmultisampling/deferred.vert new file mode 100644 index 000000000..af8eef6dd --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/deferred.vert @@ -0,0 +1,24 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; +} ubo; + +layout (location = 0) out vec2 outUV; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); + gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f); +} diff --git a/tests/glsl/sascha-willems/deferredmultisampling/mrt.frag b/tests/glsl/sascha-willems/deferredmultisampling/mrt.frag new file mode 100644 index 000000000..4bd2a10a5 --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/mrt.frag @@ -0,0 +1,34 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2D samplerColor; +layout (binding = 2) uniform sampler2D samplerNormalMap; + +layout (location = 0) in vec3 inNormal; +layout (location = 1) in vec2 inUV; +layout (location = 2) in vec3 inColor; +layout (location = 3) in vec3 inWorldPos; +layout (location = 4) in vec3 inTangent; + +layout (location = 0) out vec4 outPosition; +layout (location = 1) out vec4 outNormal; +layout (location = 2) out vec4 outAlbedo; + +void main() +{ + outPosition = vec4(inWorldPos, 1.0); + + // Calculate normal in tangent space + vec3 N = normalize(inNormal); + N.y = -N.y; + vec3 T = normalize(inTangent); + vec3 B = cross(N, T); + mat3 TBN = mat3(T, B, N); + vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0)); + outNormal = vec4(tnorm, 1.0); + + outAlbedo = texture(samplerColor, inUV); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/deferredmultisampling/mrt.vert b/tests/glsl/sascha-willems/deferredmultisampling/mrt.vert new file mode 100644 index 000000000..5cc127297 --- /dev/null +++ b/tests/glsl/sascha-willems/deferredmultisampling/mrt.vert @@ -0,0 +1,53 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec4 inPos; +layout (location = 1) in vec2 inUV; +layout (location = 2) in vec3 inColor; +layout (location = 3) in vec3 inNormal; +layout (location = 4) in vec3 inTangent; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; + mat4 view; + vec4 instancePos[3]; +} ubo; + +layout (location = 0) out vec3 outNormal; +layout (location = 1) out vec2 outUV; +layout (location = 2) out vec3 outColor; +layout (location = 3) out vec3 outWorldPos; +layout (location = 4) out vec3 outTangent; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + vec4 tmpPos = vec4(inPos.xyz, 1.0) + ubo.instancePos[gl_InstanceIndex]; + + gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos; + + outUV = inUV; + outUV.t = 1.0 - outUV.t; + + // Vertex position in world space + outWorldPos = vec3(ubo.model * tmpPos); + // GL to Vulkan coord space + outWorldPos.y = -outWorldPos.y; + + // Normal in world space + mat3 mNormal = transpose(inverse(mat3(ubo.model))); + outNormal = mNormal * normalize(inNormal); + outTangent = mNormal * normalize(inTangent); + + // Currently just vertex color + outColor = inColor; +} |
