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authorAndreas Grois <andi@grois.info>2018-03-23 23:14:50 +0100
committerAndreas Grois <andi@grois.info>2018-03-23 23:14:50 +0100
commit183f60d1305e4de6729882f18311090b33d5374b (patch)
tree1e0015ca056ca7a3621553cbe3390b10db934c4e /BuddhaTest/Shaders
parentb8082e3ef23758ce0f3a541aecf5a87efe3c1d53 (diff)
Back to full image size buffers, and range support in shader
Diffstat (limited to 'BuddhaTest/Shaders')
-rw-r--r--BuddhaTest/Shaders/BuddhaCompute.glsl24
-rw-r--r--BuddhaTest/Shaders/BuddhaFragment.glsl9
2 files changed, 27 insertions, 6 deletions
diff --git a/BuddhaTest/Shaders/BuddhaCompute.glsl b/BuddhaTest/Shaders/BuddhaCompute.glsl
index 91c1195..8b342cc 100644
--- a/BuddhaTest/Shaders/BuddhaCompute.glsl
+++ b/BuddhaTest/Shaders/BuddhaCompute.glsl
@@ -12,6 +12,11 @@ layout(std430, binding=3) restrict buffer brightnessData
restrict uint brightness;
};
+layout(std430, binding=4) restrict buffer importanceMapBufferBlock
+{
+ restrict uint importanceMap[];
+};
+
/** Data stored in the state buffer. */
struct individualData
{
@@ -34,6 +39,8 @@ uniform uvec4 orbitLength;
uniform uint iterationsPerDispatch;
uniform uint totalIterations;
+uniform vec4 imageRange = vec4(-2.0,-1.125,2.0,1.125);
+
/** Data stored in shared memory. Used to reduce register pressure. Read at beginning from buffer (if needed), written back at end. */
struct workerState
{
@@ -54,6 +61,17 @@ void uintMaxIP(inout uvec3 modified, const uvec3 constant)
uintMaxIP(modified[i],constant[i]);
}
+void addToImportanceMap(vec2 orbitParameter)
+{
+ //as starting point values are in x [-2:2] and y [0:2], importance map has an aspect ratio of 2:1
+ float width = sqrt(float(2*(importanceMap.length() - 1)));
+ //float height = 0.5*width;
+ orbitParameter *= vec2(0.25,0.5);
+ orbitParameter.x += 0.5;
+ //now both components are between 0 and 1
+
+}
+
void addToColorOfCell(uvec2 cell, uvec3 toAdd)
{
uint firstIndex = 3*(cell.x + cell.y * width);
@@ -70,7 +88,7 @@ void addToColorOfCell(uvec2 cell, uvec3 toAdd)
uvec2 getCell(vec2 complex)
{
- vec2 uv = clamp(vec2((complex.x+2.5)/3.5, (abs(complex.y))),vec2(0.0),vec2(1.0));
+ vec2 uv = clamp(vec2((complex.x-imageRange[0])/(imageRange[2]-imageRange[0]), (complex.y-imageRange[1])/(imageRange[3]-imageRange[1])),vec2(0.0),vec2(1.0));
return uvec2(width * uv.x, height * uv.y);
}
@@ -236,7 +254,7 @@ bool drawOrbit(in vec2 offset, in uint totalIterations, inout vec2 lastVal, inou
doneIterations = i+1;
return true; //done.
}
- if(lastVal.x > -2.5 && lastVal.x < 1.0 && lastVal.y > -1.0 && lastVal.y < 1.0)
+ if(lastVal.x > imageRange[0] && lastVal.x < imageRange[2] && lastVal.y > imageRange[1] && lastVal.y < imageRange[3])
{
addToColorAt(lastVal,uvec3(i < orbitLength.r,i < orbitLength.g,i < orbitLength.b));
}
@@ -253,7 +271,7 @@ vec2 getCurrentOrbitOffset(const uint orbitNumber, const uint totalWorkers, cons
seed = (seed ^ (intHash(orbitNumber+totalWorkers)));
float y = hash1(seed,seed);
vec2 random = vec2(x,y);
- return vec2(random.x * 3.5-2.5,random.y*1.55);
+ return vec2(random.x * 4-2,random.y*2);
}
void main() {
diff --git a/BuddhaTest/Shaders/BuddhaFragment.glsl b/BuddhaTest/Shaders/BuddhaFragment.glsl
index 52a0354..ac8114b 100644
--- a/BuddhaTest/Shaders/BuddhaFragment.glsl
+++ b/BuddhaTest/Shaders/BuddhaFragment.glsl
@@ -21,14 +21,17 @@ uniform float colorScale;
uvec3 getColorAt(vec2 fragCoord)
{
uint xIndex = uint(max(0.0,(fragCoord.x+1.0)*0.5*width));
- uint yIndex = uint(max(0.0,abs(fragCoord.y)*height));
+ uint yIndex = uint(max(0.0,abs(fragCoord.y+1.0)*0.5*height));
uint firstIndex = 3*(xIndex + yIndex * width);
- return uvec3(counts_SSBO[firstIndex],counts_SSBO[firstIndex+1],counts_SSBO[firstIndex+2]);
+ uvec3 c1=uvec3(counts_SSBO[firstIndex],counts_SSBO[firstIndex+1],counts_SSBO[firstIndex+2]);
+ firstIndex = 3*(xIndex +(height-1 - yIndex) * width);
+ uvec3 c2=uvec3(counts_SSBO[firstIndex],counts_SSBO[firstIndex+1],counts_SSBO[firstIndex+2]);
+ return c1+c2;
}
void main(){
uvec3 totalCount = getColorAt(uv);
- vec3 scaled = pow(min(vec3(1.0),colorScale*vec3(totalCount)/max(float(brightness),1.0)),vec3(gamma));
+ vec3 scaled = pow(min(vec3(1.0),colorScale*0.5*vec3(totalCount)/max(float(brightness),1.0)),vec3(gamma));
color = scaled;
}