diff options
author | Andreas Grois <andi@grois.info> | 2018-03-23 23:14:50 +0100 |
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committer | Andreas Grois <andi@grois.info> | 2018-03-23 23:14:50 +0100 |
commit | 183f60d1305e4de6729882f18311090b33d5374b (patch) | |
tree | 1e0015ca056ca7a3621553cbe3390b10db934c4e /BuddhaTest/Shaders | |
parent | b8082e3ef23758ce0f3a541aecf5a87efe3c1d53 (diff) |
Back to full image size buffers, and range support in shader
Diffstat (limited to 'BuddhaTest/Shaders')
-rw-r--r-- | BuddhaTest/Shaders/BuddhaCompute.glsl | 24 | ||||
-rw-r--r-- | BuddhaTest/Shaders/BuddhaFragment.glsl | 9 |
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; } |