At least some adreno compilers don't like returning an element of a UBO array that is a structure in the vertex shader. To work this around we have to copy the each of the structure fields. Fixes #6355
76 lines
2.4 KiB
GLSL
76 lines
2.4 KiB
GLSL
#if defined(VARIANT_HAS_VSM)
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layout(location = 0) out vec4 fragColor;
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#elif defined(VARIANT_HAS_PICKING)
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layout(location = 0) out highp uint2 outPicking;
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#else
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// not color output
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#endif
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//------------------------------------------------------------------------------
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// Depth
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//
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// note: VARIANT_HAS_VSM and VARIANT_HAS_PICKING are mutually exclusive
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//------------------------------------------------------------------------------
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highp vec2 computeDepthMomentsVSM(const highp float depth);
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void main() {
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filament_lodBias = frameUniforms.lodBias;
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#if defined(BLEND_MODE_MASKED) || ((defined(BLEND_MODE_TRANSPARENT) || defined(BLEND_MODE_FADE)) && defined(MATERIAL_HAS_TRANSPARENT_SHADOW))
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MaterialInputs inputs;
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initMaterial(inputs);
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material(inputs);
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float alpha = inputs.baseColor.a;
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#if defined(BLEND_MODE_MASKED)
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if (alpha < getMaskThreshold()) {
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discard;
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}
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#endif
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#if defined(MATERIAL_HAS_TRANSPARENT_SHADOW)
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// Interleaved gradient noise, see dithering.fs
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float noise = interleavedGradientNoise(gl_FragCoord.xy);
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if (noise >= alpha) {
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discard;
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}
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#endif
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#endif
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#if defined(VARIANT_HAS_VSM)
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// interpolated depth is stored in vertex_worldPosition.w (see main.vs)
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// we always compute the "negative" side of ELVSM because the cost is small, and this allows
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// EVSM/ELVSM choice to be done on the CPU side more easily.
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highp float depth = vertex_worldPosition.w;
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depth = exp(frameUniforms.vsmExponent * depth);
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fragColor.xy = computeDepthMomentsVSM(depth);
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fragColor.zw = computeDepthMomentsVSM(-1.0 / depth); // requires at least RGBA16F
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#elif defined(VARIANT_HAS_PICKING)
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outPicking.x = object_uniforms.objectId;
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outPicking.y = floatBitsToUint(vertex_position.z / vertex_position.w);
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#else
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// that's it
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#endif
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}
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highp vec2 computeDepthMomentsVSM(const highp float depth) {
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// computes the moments
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// See GPU Gems 3
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// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-8-summed-area-variance-shadow-maps
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highp vec2 moments;
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// the first moment is just the depth (average)
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moments.x = depth;
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// compute the 2nd moment over the pixel extents.
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moments.y = depth * depth;
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// the local linear approximation is not correct with a warped depth
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//highp float dx = dFdx(depth);
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//highp float dy = dFdy(depth);
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//moments.y += 0.25 * (dx * dx + dy * dy);
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return moments;
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}
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