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voxy/src/main/resources/assets/voxy/shaders/bakery/bufferreorder.comp
2025-04-01 16:10:10 +10:00

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#version 450
layout(local_size_x = WIDTH, local_size_y = HEIGHT) in;
layout(binding = COLOUR_IN_BINDING) uniform sampler2D colourTexIn;
layout(binding = DEPTH_IN_BINDING) uniform sampler2D depthTexIn;
layout(binding = STENCIL_IN_BINDING) uniform usampler2D stencilTexIn;
layout(binding = BUFFER_OUT_BINDING, std430) writeonly restrict buffer OutBuffer {
uvec2[] outBuffer;
};
void main() {
uint localOutIndex = gl_LocalInvocationID.x + gl_LocalInvocationID.y*WIDTH;
uint groupOutIndex = (gl_WorkGroupID.x + gl_WorkGroupID.y*3)*(WIDTH*HEIGHT);
uint globalOutIndex = groupOutIndex+localOutIndex;
ivec2 samplePoint = ivec2(gl_GlobalInvocationID.xy);
uvec2 outPoint = uvec2(0);
uvec4 colour = clamp(uvec4(texelFetch(colourTexIn, samplePoint, 0)*255), uvec4(0), uvec4(255));//TODO: check that this actually gets to the range of 255
colour <<= uvec4(0,8,16,24);//ABGR format!!!
outPoint.x = colour.r|colour.g|colour.b|colour.a;
float depth = clamp(texelFetch(depthTexIn, samplePoint, 0).r, 0, 1);//Opengl grumble grumble
uint stencil = texelFetch(stencilTexIn, samplePoint, 0).r;
uint value = uint(depth*((1<<24)-1))<<8;
value |= stencil;
outPoint.y = value;
outBuffer[globalOutIndex] = outPoint;
}