mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 15:43:50 +02:00
Merge pull request #6688 from Atlante45/graphics
Added live custom debug shader support
This commit is contained in:
commit
e179326e58
6 changed files with 172 additions and 87 deletions
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@ -1,6 +1,7 @@
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//
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// SunLightExample.js
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// examples
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// renderEngineDebug.js
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// examples/utilities/tools
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//
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// Sam Gateau
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// Copyright 2015 High Fidelity, Inc.
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//
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@ -12,6 +13,7 @@ Script.include("cookies.js");
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var MENU = "Developer>Render>Debug Deferred Buffer";
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var ACTIONS = ["Off", "Diffuse", "Alpha", "Specular", "Roughness", "Normal", "Depth", "Lighting", "Custom"];
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var SETTINGS_KEY = "EngineDebugScript.DebugMode";
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Number.prototype.clamp = function(min, max) {
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return Math.min(Math.max(this, min), max);
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@ -69,6 +71,9 @@ var overlaysCounter = new CounterWidget(panel, "Overlays",
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);
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var resizing = false;
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var previousMode = Settings.getValue(SETTINGS_KEY, -1);
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Menu.addActionGroup(MENU, ACTIONS, ACTIONS[previousMode + 1]);
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Scene.setEngineDeferredDebugMode(previousMode);
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Scene.setEngineDeferredDebugSize({ x: 0.0, y: -1.0, z: 1.0, w: 1.0 }); // Reset to default size
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function setEngineDeferredDebugSize(eventX) {
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@ -85,7 +90,6 @@ function menuItemEvent(menuItem) {
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var index = ACTIONS.indexOf(menuItem);
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if (index >= 0) {
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Scene.setEngineDeferredDebugMode(index - 1);
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print(menuItem);
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}
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}
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@ -152,11 +156,11 @@ Controller.mousePressEvent.connect(mousePressEvent);
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Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Menu.menuItemEvent.connect(menuItemEvent);
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Menu.addActionGroup(MENU, ACTIONS, ACTIONS[0]);
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function scriptEnding() {
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panel.destroy();
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Menu.removeActionGroup(MENU);
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Settings.setValue(SETTINGS_KEY, Scene.getEngineDeferredDebugMode());
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Scene.setEngineDeferredDebugMode(-1);
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Scene.setEngineDeferredDebugSize({ x: 0.0, y: -1.0, z: 1.0, w: 1.0 }); // Reset to default size
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}
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@ -23,7 +23,7 @@ Shader::Shader(Type type, const Source& source):
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{
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}
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Shader::Shader(Type type, Pointer& vertex, Pointer& pixel):
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Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
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_type(type)
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{
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_shaders.resize(2);
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@ -44,7 +44,7 @@ Shader::Pointer Shader::createPixel(const Source& source) {
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return Pointer(new Shader(PIXEL, source));
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}
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Shader::Pointer Shader::createProgram(Pointer& vertexShader, Pointer& pixelShader) {
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Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
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if (vertexShader && vertexShader->getType() == VERTEX &&
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pixelShader && pixelShader->getType() == PIXEL) {
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return Pointer(new Shader(PROGRAM, vertexShader, pixelShader));
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@ -111,7 +111,7 @@ public:
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static Pointer createVertex(const Source& source);
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static Pointer createPixel(const Source& source);
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static Pointer createProgram(Pointer& vertexShader, Pointer& pixelShader);
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static Pointer createProgram(const Pointer& vertexShader, const Pointer& pixelShader);
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~Shader();
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@ -157,7 +157,7 @@ public:
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protected:
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Shader(Type type, const Source& source);
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Shader(Type type, Pointer& vertex, Pointer& pixel);
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Shader(Type type, const Pointer& vertex, const Pointer& pixel);
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Shader(const Shader& shader); // deep copy of the sysmem shader
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Shader& operator=(const Shader& shader); // deep copy of the sysmem texture
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@ -11,7 +11,7 @@
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#include "DebugDeferredBuffer.h"
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#include <QString>
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#include <QFile>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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@ -31,89 +31,160 @@ enum Slots {
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Normal,
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Specular,
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Depth,
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Lighting,
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NUM_SLOTS
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Lighting
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};
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static const std::array<std::string, Slots::NUM_SLOTS> SLOT_NAMES {{
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"diffuseMap",
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"normalMap",
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"specularMap",
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"depthMap",
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"lightingMap"
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}};
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static const std::string COMPUTE_PLACEHOLDER { "/*COMPUTE_PLACEHOLDER*/" }; // required
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static const std::string FUNCTIONS_PLACEHOLDER { "/*FUNCTIONS_PLACEHOLDER*/" }; // optional
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static const std::string DEEFAULT_DIFFUSE_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(pow(texture(diffuseMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
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" }"
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};
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static const std::string DEEFAULT_ALPHA_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(vec3(texture(diffuseMap, uv).a), 1.0);"
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" }"
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};
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static const std::string DEEFAULT_SPECULAR_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(texture(specularMap, uv).xyz, 1.0);"
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" }"
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};
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static const std::string DEEFAULT_ROUGHNESS_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(vec3(texture(specularMap, uv).a), 1.0);"
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" }"
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};
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static const std::string DEEFAULT_NORMAL_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(texture(normalMap, uv).xyz, 1.0);"
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" }"
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};
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static const std::string DEEFAULT_DEPTH_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(vec3(texture(depthMap, uv).x), 1.0);"
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" }"
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};
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static const std::string DEEFAULT_LIGHTING_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
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" }"
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};
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static const std::string DEEFAULT_CUSTOM_SHADER {
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"vec4 getFragmentColor() {"
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" return vec4(1.0, 0.0, 0.0, 1.0);"
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" }"
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};
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std::string DebugDeferredBuffer::getCode(Modes mode) {
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switch (mode) {
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case DiffuseMode: {
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QString code = "return vec4(pow(texture(%1, uv).xyz, vec3(1.0 / 2.2)), 1.0);";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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}
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case AlphaMode: {
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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}
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case SpecularMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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}
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case RoughnessMode: {
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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}
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case NormalMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Normal].c_str()).toStdString();
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}
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case DepthMode: {
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QString code = "return vec4(vec3(texture(%1, uv).x), 1.0);";
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return code.arg(SLOT_NAMES[Depth].c_str()).toStdString();
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}
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case LightingMode: {
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QString code = "return vec4(pow(texture(%1, uv).xyz, vec3(1.0 / 2.2)), 1.0);";
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return code.arg(SLOT_NAMES[Lighting].c_str()).toStdString();
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}
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case CustomMode:
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return std::string("return vec4(1.0);");
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case NUM_MODES:
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Q_UNIMPLEMENTED();
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return std::string("return vec4(1.0);");
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static std::string getFileContent(std::string fileName, std::string defaultContent = std::string()) {
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QFile customFile(QString::fromStdString(fileName));
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if (customFile.open(QIODevice::ReadOnly)) {
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return customFile.readAll().toStdString();
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}
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qWarning() << "DebugDeferredBuffer::getFileContent(): Could not open"
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<< QString::fromStdString(fileName);
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return defaultContent;
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}
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode) {
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if (!_pipelines[mode]) {
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std::string fragmentShader = debug_deferred_buffer_frag;
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fragmentShader.replace(fragmentShader.find(COMPUTE_PLACEHOLDER), COMPUTE_PLACEHOLDER.size(),
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getCode(mode));
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#include <QStandardPaths> // TODO REMOVE: Temporary until UI
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DebugDeferredBuffer::DebugDeferredBuffer() {
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// TODO REMOVE: Temporary until UI
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static const auto DESKTOP_PATH = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
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static const auto CUSTOM_FILE = DESKTOP_PATH.toStdString() + "/custom.slh";
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CustomPipeline pipeline;
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pipeline.info = QFileInfo(QString::fromStdString(CUSTOM_FILE));
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_customPipelines.emplace(CUSTOM_FILE, pipeline);
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}
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std::string DebugDeferredBuffer::getShaderSourceCode(Modes mode, std::string customFile) {
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switch (mode) {
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case DiffuseMode:
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return DEEFAULT_DIFFUSE_SHADER;
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case AlphaMode:
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return DEEFAULT_ALPHA_SHADER;
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case SpecularMode:
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return DEEFAULT_SPECULAR_SHADER;
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case RoughnessMode:
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return DEEFAULT_ROUGHNESS_SHADER;
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case NormalMode:
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return DEEFAULT_NORMAL_SHADER;
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case DepthMode:
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return DEEFAULT_DEPTH_SHADER;
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case LightingMode:
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return DEEFAULT_LIGHTING_SHADER;
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case CustomMode:
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return getFileContent(customFile, DEEFAULT_CUSTOM_SHADER);
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}
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Q_UNREACHABLE();
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return std::string();
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}
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bool DebugDeferredBuffer::pipelineNeedsUpdate(Modes mode, std::string customFile) const {
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if (mode != CustomMode) {
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return !_pipelines[mode];
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}
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auto it = _customPipelines.find(customFile);
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if (it != _customPipelines.end() && it->second.pipeline) {
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auto& info = it->second.info;
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ debug_deferred_buffer_vert }));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShader));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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auto lastModified = info.lastModified();
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info.refresh();
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return lastModified != info.lastModified();
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}
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return true;
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}
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode, std::string customFile) {
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if (pipelineNeedsUpdate(mode, customFile)) {
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static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
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static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
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static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
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static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
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Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
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"Could not find source placeholder");
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auto bakedFragmentShader = FRAGMENT_SHADER;
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bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
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getShaderSourceCode(mode, customFile));
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static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
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const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
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const auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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for (int slot = 0; slot < NUM_SLOTS; ++slot) {
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slotBindings.insert(gpu::Shader::Binding(SLOT_NAMES[slot], slot));
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}
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slotBindings.insert(gpu::Shader::Binding("diffuseMap", Diffuse));
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slotBindings.insert(gpu::Shader::Binding("normalMap", Normal));
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slotBindings.insert(gpu::Shader::Binding("specularMap", Specular));
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slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
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slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
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gpu::Shader::makeProgram(*program, slotBindings);
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auto pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
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// Good to go add the brand new pipeline
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_pipelines[mode] = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
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if (mode != CustomMode) {
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_pipelines[mode] = pipeline;
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} else {
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_customPipelines[customFile].pipeline = pipeline;
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}
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}
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if (mode != CustomMode) {
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return _pipelines[mode];
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} else {
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return _customPipelines[customFile].pipeline;
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}
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return _pipelines[mode];
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}
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void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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RenderArgs* args = renderContext->args;
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const RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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auto geometryBuffer = DependencyManager::get<GeometryCache>();
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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const auto geometryBuffer = DependencyManager::get<GeometryCache>();
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const auto framebufferCache = DependencyManager::get<FramebufferCache>();
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glm::mat4 projMat;
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@ -123,8 +194,11 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setModelTransform(Transform());
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// TODO REMOVE: Temporary until UI
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auto first = _customPipelines.begin()->first;
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batch.setPipeline(getPipeline(Modes(renderContext->_deferredDebugMode)));
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batch.setPipeline(getPipeline(Modes(renderContext->_deferredDebugMode), first));
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batch.setResourceTexture(Diffuse, framebufferCache->getDeferredColorTexture());
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batch.setResourceTexture(Normal, framebufferCache->getDeferredNormalTexture());
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@ -132,9 +206,9 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
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batch.setResourceTexture(Depth, framebufferCache->getPrimaryDepthTexture());
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batch.setResourceTexture(Lighting, framebufferCache->getLightingTexture());
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glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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glm::vec2 bottomLeft(renderContext->_deferredDebugSize.x, renderContext->_deferredDebugSize.y);
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glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
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const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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const glm::vec2 bottomLeft(renderContext->_deferredDebugSize.x, renderContext->_deferredDebugSize.y);
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const glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
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geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
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});
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}
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@ -12,16 +12,20 @@
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#ifndef hifi_DebugDeferredBuffer_h
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#define hifi_DebugDeferredBuffer_h
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#include <QFileInfo>
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#include <render/DrawTask.h>
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class DebugDeferredBuffer {
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public:
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using JobModel = render::Job::Model<DebugDeferredBuffer>;
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DebugDeferredBuffer();
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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private:
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enum Modes : int {
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enum Modes : uint8_t {
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DiffuseMode = 0,
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AlphaMode,
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SpecularMode,
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@ -29,15 +33,22 @@ private:
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NormalMode,
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DepthMode,
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LightingMode,
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CustomMode,
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NUM_MODES
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CustomMode // Needs to stay last
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};
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struct CustomPipeline {
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gpu::PipelinePointer pipeline;
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mutable QFileInfo info;
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};
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using StandardPipelines = std::array<gpu::PipelinePointer, CustomMode>;
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using CustomPipelines = std::unordered_map<std::string, CustomPipeline>;
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const gpu::PipelinePointer& getPipeline(Modes mode);
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std::string getCode(Modes mode);
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bool pipelineNeedsUpdate(Modes mode, std::string customFile = std::string()) const;
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const gpu::PipelinePointer& getPipeline(Modes mode, std::string customFile = std::string());
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std::string getShaderSourceCode(Modes mode, std::string customFile = std::string());
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std::array<gpu::PipelinePointer, NUM_MODES> _pipelines;
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StandardPipelines _pipelines;
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CustomPipelines _customPipelines;
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};
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#endif // hifi_DebugDeferredBuffer_h
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@ -17,11 +17,7 @@
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in vec2 uv;
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out vec4 outFragColor;
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/*FUNCTIONS_PLACEHOLDER*/
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vec4 getFragmentColor() {
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/*COMPUTE_PLACEHOLDER*/
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}
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//SOURCE_PLACEHOLDER
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void main(void) {
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outFragColor = getFragmentColor();
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