VoxelEngine2/shaders/rt_compute_grow_three.comp
2025-05-19 11:44:05 +02:00

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#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 geom_rot;
mat4 view;
mat4 proj;
vec3 camera_pos;
bool[16] use_geom_shader;
} ubo;
layout(binding = 3) readonly buffer CompoundBuffer {
uint compounds[];
};
layout(binding = 4) readonly buffer ColorBuffer {
uint grid_in[];
};
layout(binding = 9) readonly buffer TransparentBuffer {
bool transparent_grid[];
};
layout(binding = 7) readonly buffer SizeBuffer2D {
uint grid_size_in[];
};
layout(binding = 8) buffer SizeBuffer3D {
uint grid_out[];
};
layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
void main() {
uint index = gl_GlobalInvocationID.x * 2 + 1;
uint output_offset = 0;
uint compound_start = 1;
// iterate over the compounds and find the work index inside of it
while (index > compounds[compound_start] * compounds[compound_start]) {
output_offset += compounds[compound_start] * compounds[compound_start] * compounds[compound_start];
index -= compounds[compound_start] * compounds[compound_start];
compound_start = compounds[compound_start + 2];
}
// grid pos in the task
uint compound_grid_size = compounds[compound_start];
float compound_scale = uintBitsToFloat(compounds[compound_start + 1]);
vec3 mid_offset = vec3(compound_scale * 0.5, compound_scale * 0.5, compound_scale * 0.5);
uint x = index % compound_grid_size;
uint y = (index - x) / compound_grid_size;
// iterate upwards along the z axis
uint sum = 0;
for (uint z=0; z < compound_grid_size; z++) {
sum += grid_size_in[output_offset + x * compound_grid_size * compound_grid_size + y * compound_grid_size + z];
grid_out[output_offset + x * compound_grid_size * compound_grid_size + y * compound_grid_size + z] = sum;
}
}