<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // lightClusters_drawClusterFromDepth.frag // // Created by Sam Gateau on 9/8/2016. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // Everything about deferred buffer <@include DeferredBufferRead.slh@> <@include LightClusterGrid.slh@> <@include gpu/Color.slh@> <$declareColorWheel()$> layout(location=0) in vec2 varTexCoord0; layout(location=0) out vec4 _fragColor; void main(void) { // Grab the fragment data from the uv vec2 texCoord = varTexCoord0.st; vec4 fragEyePos = unpackDeferredPositionFromZdb(texCoord); vec4 fragWorldPos = getViewInverse() * fragEyePos; // From frag world pos find the cluster vec4 clusterEyePos = frustumGrid_worldToEye(fragWorldPos); ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz); ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos)); int numLights = cluster.x + cluster.y; float numLightsScale = clamp(float(numLights) * 0.05, 0.01, 1.0); ivec3 dims = frustumGrid.dims.xyz; dims.z +=1; ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1); if (clusterPos.x < 0 || clusterPos.x >= dims.x) { _fragColor = vec4(0.0); return; } if (clusterPos.y < 0 || clusterPos.y >= dims.y) { _fragColor = vec4(0.0); return; } if (clusterPos.z < 0 || clusterPos.z > dims.z) { _fragColor = vec4(0.0); return; } float relClusterId = float(clusterPos.z * summedDims.x + clusterPos.y * summedDims.y + clusterPos.x) / float(frustumGrid_numClusters()); _fragColor = mix(mix(vec4(colorWheel(fract(relClusterId)), float(numLights > 0) * (0.05 + 0.95 * numLightsScale)), vec4(vec3(1.0), 0.2), float(relClusterId >= 1.0)), vec4(0.0), float(relClusterId < 0.0)); }