overte-JulianGro/libraries/render-utils/src/lightClusters_drawClusterContent.slv
2018-11-01 15:35:48 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// lightClusters_drawClusterContent.vert
// Vertex shader
//
// 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
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include LightClusterGrid.slh@>
<@include gpu/Color.slh@>
<$declareColorWheel()$>
layout(location=0) out vec4 varColor;
void main(void) {
const vec4 UNIT_BOX[8] = vec4[8](
vec4(0.0, 0.0, 0.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(1.0, 0.0, 1.0, 1.0),
vec4(0.0, 1.0, 1.0, 1.0),
vec4(1.0, 1.0, 1.0, 1.0)
);
const int UNIT_BOX_LINE_INDICES[24] = int[24](
0, 1,
1, 3,
3, 2,
2, 0,
4, 5,
5, 7,
7, 6,
6, 4,
2, 6,
3, 7,
0, 4,
1, 5
);
vec4 pos = UNIT_BOX[UNIT_BOX_LINE_INDICES[gl_VertexID]];
ivec3 cluster = clusterGrid_getCluster(gpu_InstanceID());
int numLights = cluster.x + cluster.y;
float numLightsScale = clamp(float(numLights) * 0.1, 0.0, 1.0);
ivec3 clusterPos = frustumGrid_indexToCluster(gpu_InstanceID());
float boxScale = 0.99;
vec3 eyePos = frustumGrid_clusterPosToEye(clusterPos, vec3((1.0 - boxScale) * 0.5 + (1.0 - numLightsScale) * boxScale * 0.5) + numLightsScale * boxScale * pos.xyz);
vec4 worldPos = frustumGrid_eyeToWorld(vec4(eyePos.xyz, 1.0));
// standard transform
TransformCamera cam = getTransformCamera();
<$transformWorldToClipPos(cam, worldPos, gl_Position)$>
varColor = vec4(colorWheel(fract(float(gpu_InstanceID()) / float(frustumGrid_numClusters()))), 0.1 + 0.8 * float(numLights > 0));
}