runtime compiled shader. Annoying behaviour forcing clean builds or whitespace modification before picking up shader changes in compile time shader

This commit is contained in:
2019-06-30 21:53:06 -07:00
parent 8c22536653
commit d5350a04ff
3 changed files with 73 additions and 29 deletions

View File

@@ -6,9 +6,13 @@ layout(set = 0, binding = 0) buffer Data {
int data[];
} data;
//layout(set = 0, binding = 1) buffer Settings {
// int settings[];
//} settings;
layout(set = 0, binding = 1) buffer Data1 {
int odata[];
} odata;
layout(set = 0, binding = 2) buffer Settings {
int settings[];
} settings;
ivec4 separate(int pix){
ivec4 r = ivec4(
@@ -26,28 +30,44 @@ uint get_idx(int offset_x, int offset_y){
// uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
// return ((y * settings.settings[0]) + x);
uint x = min(800, max(0, gl_GlobalInvocationID.x + offset_x));
uint y = min(600, max(0, gl_GlobalInvocationID.y + offset_y));
return ((y * 800) + x);
uint x = min(settings.settings[0], max(0, gl_GlobalInvocationID.x + offset_x));
uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
return ((y * settings.settings[0]) + x);
}
void main() {
uint idx = get_idx(0,0);
ivec4 p = separate(data.data[get_idx(0,0)]);
ivec4 p = separate(odata.odata[get_idx(0,0)]);
ivec4 p0 = separate(odata.odata[get_idx(0, 1)]);
ivec4 p1 = separate(odata.odata[get_idx(0,-1)]);
ivec4 p0 = separate(data.data[get_idx(2,0)]);
ivec4 p1 = separate(data.data[get_idx(-2,0)]);
ivec4 p2 = separate(odata.odata[get_idx(1, 1)]);
ivec4 p3 = separate(odata.odata[get_idx(-1,-1)]);
ivec4 p4 = separate(odata.odata[get_idx(1, 0)]);
ivec4 p5 = separate(odata.odata[get_idx(-1,0)]);
ivec4 p6 = separate(odata.odata[get_idx(1,-1)]);
ivec4 p7 = separate(odata.odata[get_idx(-1,1)]);
ivec4 p2 = separate(data.data[get_idx(0,2)]);
ivec4 p3 = separate(data.data[get_idx(0,-2)]);
ivec3 d0 = abs(p0.xyz - p1.xyz);
ivec3 d1 = abs(p2.xyz - p3.xyz);
ivec3 d2 = abs(p4.xyz - p5.xyz);
ivec3 d3 = abs(p6.xyz - p7.xyz);
p.x = 255;//d0.x + d0.y + d0.z + d1.x + d1.y + d1.z;
ivec3 m = max(max(max(d0, d1), d2), d3);
if ((m.x + m.y + m.z) > 150){
p.x = 0;
p.y = 0;
p.z = 255;
}
// p.z = max(p.z - (d0.x + d0.y + d0.z + d1.x + d1.y + d1.z)/5, 0);
data.data[idx] = (data.data[idx] & (~0x000000FF) ) | (p.x);
data.data[idx] = (data.data[idx] & (~0x0000FF00) ) | (p.y << 8);