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benchmark/skinned-shadowed-pbr-fragment.wgsl:51:13 warning: use of deprecated language feature: the @stride attribute is deprecated; use a larger type if necessary
lights : @stride(32) array<Light>;
^^^^^^
#version 310 es
precision mediump float;
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layout(location = 0) in vec3 worldPos_1;
layout(location = 1) in vec3 view_1;
layout(location = 2) in vec2 texcoord_1;
layout(location = 3) in vec2 texcoord2_1;
layout(location = 4) in vec4 color_1;
layout(location = 5) in vec4 instanceColor_1;
layout(location = 6) in vec3 normal_1;
layout(location = 7) in vec3 tangent_1;
layout(location = 8) in vec3 bitangent_1;
layout(location = 0) out vec4 color_2;
layout(location = 1) out vec4 emissive_1;
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const float GAMMA = 2.200000048f;
vec3 linearTosRGB(vec3 linear) {
float INV_GAMMA = (1.0f / GAMMA);
return pow(linear, vec3(INV_GAMMA));
}
struct Camera {
mat4 projection;
mat4 inverseProjection;
mat4 view;
vec3 position;
float time;
vec2 outputSize;
float zNear;
float zFar;
};
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layout(binding = 0) uniform Camera_1 {
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mat4 projection;
mat4 inverseProjection;
mat4 view;
vec3 position;
float time;
vec2 outputSize;
float zNear;
float zFar;
} camera;
struct ClusterLights {
uint offset;
uint count;
};
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struct ClusterLightGroup {
uint offset;
ClusterLights lights[27648];
uint indices[1769472];
};
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layout(binding = 1, std430) buffer ClusterLightGroup_1 {
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uint offset;
ClusterLights lights[27648];
uint indices[1769472];
} clusterLights;
struct Light {
vec3 position;
float range;
vec3 color;
float intensity;
};
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layout(binding = 2, std430) buffer GlobalLights_1 {
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vec3 ambient;
vec3 dirColor;
float dirIntensity;
vec3 dirDirection;
uint lightCount;
Light lights[];
} globalLights;
const uvec3 tileCount = uvec3(32u, 18u, 48u);
float linearDepth(float depthSample) {
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return ((camera.zFar * camera.zNear) / ((depthSample) * ((camera.zNear - camera.zFar)) + (camera.zFar)));
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}
uvec3 getTile(vec4 fragCoord) {
float sliceScale = (float(tileCount.z) / log2((camera.zFar / camera.zNear)));
float sliceBias = -(((float(tileCount.z) * log2(camera.zNear)) / log2((camera.zFar / camera.zNear))));
uint zTile = uint(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0f));
return uvec3(uint((fragCoord.x / (camera.outputSize.x / float(tileCount.x)))), uint((fragCoord.y / (camera.outputSize.y / float(tileCount.y)))), zTile);
}
uint getClusterIndex(vec4 fragCoord) {
uvec3 tile = getTile(fragCoord);
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
}
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layout(binding = 6, std430) buffer LightShadowTable_1 {
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int light[];
} lightShadowTable;
vec2 shadowSampleOffsets[16] = vec2[16](vec2(-1.5f, -1.5f), vec2(-1.5f, -0.5f), vec2(-1.5f, 0.5f), vec2(-1.5f, 1.5f), vec2(-0.5f, -1.5f), vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(-0.5f, 1.5f), vec2(0.5f, -1.5f), vec2(0.5f, -0.5f), vec2(0.5f, 0.5f), vec2(0.5f, 1.5f), vec2(1.5f, -1.5f), vec2(1.5f, -0.5f), vec2(1.5f, 0.5f), vec2(1.5f, 1.5f));
const uint shadowSampleCount = 16u;
struct ShadowProperties {
vec4 viewport;
mat4 viewProj;
};
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layout(binding = 7, std430) buffer LightShadows_1 {
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ShadowProperties properties[];
} shadow;
GLSL: fix textureLoad() and textureStore(), depth textures, and more.
The CombineSamplers transform was incorrectly flagging StorageTexture
(which in GLSL ends up as image2D) as needing to be combined with a
sampler, or at least renamed. This is incorrect: StorageTexture never
has an associated sampler, so don't try to pair it up and just output
it as image* in GLSL.
In GLSL, textureLoad (aka texelFetch) of depth textures is not allowed.
The fix is to bind the depth texture as the corresponding f32 texture
instead (e.g., texture_depth_2d -> texture_2d<f32>,
texture_depth_cube -> texture_cube<f32>, etc). This requires changing
both the uniform globals and function parameter types. We're now going
to receive a vec4 instead of a float from texelFetch, so add a ".x"
member accessor to retrieve the first component. (Note that we don't
do this inside a CallStatement since this gives the CloneContext
indigestion, and CallStatement is going to ignore the result of the
call anyway.)
We were failing to find the dummy samplers that Dawn creates for the
calls that actually do require a dummy sampler, since the old Inspector
implementation of GetSamplerTextureUses() does not find them. The fix
is to implement a new Inspector call to return the texture/sampler
pairs the Resolver found during resolution. This will include the
dummy sampler as a null variable pointer.
In order to identify the placeholder sampler, we pass in a BindingPair
to represent it. When we discover a null sampler in the variable pair,
we return the passed-in placeholder binding point to the caller (Dawn).
(Dawn will use a group of kMaxBindGroups, to ensure that it never
collides with an existing sampler.)
Bug: tint:1298
Change-Id: I82e142c2b4318608c27a9fa9521c27f15a6214cd
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78820
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
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uniform highp sampler2D shadowTexture_1;
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uniform highp sampler2DShadow shadowTexture_shadowSampler;
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float dirLightVisibility(vec3 worldPos) {
int shadowIndex = lightShadowTable.light[0u];
if ((shadowIndex == -1)) {
return 1.0f;
}
vec4 viewport = shadow.properties[shadowIndex].viewport;
vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4((viewport.xy - texelSize), ((viewport.xy + viewport.zw) + texelSize));
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.003f))));
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}
}
return (visibility / float(shadowSampleCount));
}
int getCubeFace(vec3 v) {
vec3 vAbs = abs(v);
bool tint_tmp = (vAbs.z >= vAbs.x);
if (tint_tmp) {
tint_tmp = (vAbs.z >= vAbs.y);
}
if ((tint_tmp)) {
if ((v.z < 0.0f)) {
return 5;
}
return 4;
}
if ((vAbs.y >= vAbs.x)) {
if ((v.y < 0.0f)) {
return 3;
}
return 2;
}
if ((v.x < 0.0f)) {
return 1;
}
return 0;
}
float pointLightVisibility(uint lightIndex, vec3 worldPos, vec3 pointToLight) {
int shadowIndex = lightShadowTable.light[(lightIndex + 1u)];
if ((shadowIndex == -1)) {
return 1.0f;
}
shadowIndex = (shadowIndex + getCubeFace((pointToLight * -1.0f)));
vec4 viewport = shadow.properties[shadowIndex].viewport;
vec4 lightPos = (shadow.properties[shadowIndex].viewProj * vec4(worldPos, 1.0f));
vec3 shadowPos = vec3((((lightPos.xy / lightPos.w) * vec2(0.5f, -0.5f)) + vec2(0.5f, 0.5f)), (lightPos.z / lightPos.w));
vec2 viewportPos = vec2((viewport.xy + (shadowPos.xy * viewport.zw)));
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vec2 texelSize = (1.0f / vec2(textureSize(shadowTexture_1, 0)));
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vec4 clampRect = vec4(viewport.xy, (viewport.xy + viewport.zw));
float visibility = 0.0f;
{
for(uint i = 0u; (i < shadowSampleCount); i = (i + 1u)) {
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visibility = (visibility + texture(shadowTexture_shadowSampler, vec3(clamp((viewportPos + (shadowSampleOffsets[i] * texelSize)), clampRect.xy, clampRect.zw), (shadowPos.z - 0.01f))));
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}
}
return (visibility / float(shadowSampleCount));
}
struct VertexOutput {
vec4 position;
vec3 worldPos;
vec3 view;
vec2 texcoord;
vec2 texcoord2;
vec4 color;
vec4 instanceColor;
vec3 normal;
vec3 tangent;
vec3 bitangent;
};
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struct Material {
vec4 baseColorFactor;
vec3 emissiveFactor;
float occlusionStrength;
vec2 metallicRoughnessFactor;
float alphaCutoff;
};
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layout(binding = 8) uniform Material_1 {
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vec4 baseColorFactor;
vec3 emissiveFactor;
float occlusionStrength;
vec2 metallicRoughnessFactor;
float alphaCutoff;
} material;
struct SurfaceInfo {
vec4 baseColor;
vec3 albedo;
float metallic;
float roughness;
vec3 normal;
vec3 f0;
float ao;
vec3 emissive;
vec3 v;
};
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uniform highp sampler2D normalTexture_normalSampler;
uniform highp sampler2D baseColorTexture_baseColorSampler;
uniform highp sampler2D metallicRoughnessTexture_metallicRoughnessSampler;
uniform highp sampler2D occlusionTexture_occlusionSampler;
uniform highp sampler2D emissiveTexture_emissiveSampler;
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SurfaceInfo GetSurfaceInfo(VertexOutput tint_symbol) {
SurfaceInfo surface = SurfaceInfo(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
surface.v = normalize(tint_symbol.view);
mat3 tbn = mat3(tint_symbol.tangent, tint_symbol.bitangent, tint_symbol.normal);
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vec3 normalMap = texture(normalTexture_normalSampler, tint_symbol.texcoord).rgb;
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surface.normal = normalize((tbn * ((2.0f * normalMap) - vec3(1.0f))));
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vec4 baseColorMap = texture(baseColorTexture_baseColorSampler, tint_symbol.texcoord);
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surface.baseColor = ((tint_symbol.color * material.baseColorFactor) * baseColorMap);
if ((surface.baseColor.a < material.alphaCutoff)) {
discard;
}
surface.albedo = surface.baseColor.rgb;
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vec4 metallicRoughnessMap = texture(metallicRoughnessTexture_metallicRoughnessSampler, tint_symbol.texcoord);
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surface.metallic = (material.metallicRoughnessFactor.x * metallicRoughnessMap.b);
surface.roughness = (material.metallicRoughnessFactor.y * metallicRoughnessMap.g);
vec3 dielectricSpec = vec3(0.039999999f);
surface.f0 = mix(dielectricSpec, surface.albedo, vec3(surface.metallic));
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vec4 occlusionMap = texture(occlusionTexture_occlusionSampler, tint_symbol.texcoord);
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surface.ao = (material.occlusionStrength * occlusionMap.r);
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vec4 emissiveMap = texture(emissiveTexture_emissiveSampler, tint_symbol.texcoord);
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surface.emissive = (material.emissiveFactor * emissiveMap.rgb);
if ((tint_symbol.instanceColor.a == 0.0f)) {
surface.albedo = (surface.albedo + tint_symbol.instanceColor.rgb);
} else {
surface.albedo = (surface.albedo * tint_symbol.instanceColor.rgb);
}
return surface;
}
const float PI = 3.141592741f;
const uint LightType_Point = 0u;
const uint LightType_Directional = 2u;
struct PuctualLight {
uint lightType;
vec3 pointToLight;
float range;
vec3 color;
float intensity;
};
vec3 FresnelSchlick(float cosTheta, vec3 F0) {
return (F0 + ((vec3(1.0f) - F0) * pow((1.0f - cosTheta), 5.0f)));
}
float DistributionGGX(vec3 N, vec3 H, float roughness) {
float a_1 = (roughness * roughness);
float a2 = (a_1 * a_1);
float NdotH = max(dot(N, H), 0.0f);
float NdotH2 = (NdotH * NdotH);
float num = a2;
float denom = ((NdotH2 * (a2 - 1.0f)) + 1.0f);
return (num / ((PI * denom) * denom));
}
float GeometrySchlickGGX(float NdotV, float roughness) {
float r_1 = (roughness + 1.0f);
float k = ((r_1 * r_1) / 8.0f);
float num = NdotV;
float denom = ((NdotV * (1.0f - k)) + k);
return (num / denom);
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
float NdotV = max(dot(N, V), 0.0f);
float NdotL = max(dot(N, L), 0.0f);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return (ggx1 * ggx2);
}
float lightAttenuation(PuctualLight light) {
if ((light.lightType == LightType_Directional)) {
return 1.0f;
}
float tint_symbol_1 = length(light.pointToLight);
if ((light.range <= 0.0f)) {
return (1.0f / pow(tint_symbol_1, 2.0f));
}
return (clamp((1.0f - pow((tint_symbol_1 / light.range), 4.0f)), 0.0f, 1.0f) / pow(tint_symbol_1, 2.0f));
}
vec3 lightRadiance(PuctualLight light, SurfaceInfo surface) {
vec3 L = normalize(light.pointToLight);
vec3 H = normalize((surface.v + L));
float NDF = DistributionGGX(surface.normal, H, surface.roughness);
float G = GeometrySmith(surface.normal, surface.v, L, surface.roughness);
vec3 F = FresnelSchlick(max(dot(H, surface.v), 0.0f), surface.f0);
vec3 kD = ((vec3(1.0f) - F) * (1.0f - surface.metallic));
float NdotL = max(dot(surface.normal, L), 0.0f);
vec3 numerator = ((NDF * G) * F);
float denominator = max(((4.0f * max(dot(surface.normal, surface.v), 0.0f)) * NdotL), 0.001f);
vec3 specular = (numerator / vec3(denominator));
vec3 radiance = ((light.color * light.intensity) * lightAttenuation(light));
return (((((kD * surface.albedo) / vec3(PI)) + specular) * radiance) * NdotL);
}
struct FragmentOutput {
vec4 color;
vec4 emissive;
};
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uniform highp sampler2D ssaoTexture_1;
uniform highp sampler2D ssaoTexture_defaultSampler;
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FragmentOutput fragmentMain(VertexOutput tint_symbol) {
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SurfaceInfo surface = GetSurfaceInfo(tint_symbol);
vec3 Lo = vec3(0.0f, 0.0f, 0.0f);
if ((globalLights.dirIntensity > 0.0f)) {
PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f);
light.lightType = LightType_Directional;
light.pointToLight = globalLights.dirDirection;
light.color = globalLights.dirColor;
light.intensity = globalLights.dirIntensity;
float lightVis = dirLightVisibility(tint_symbol.worldPos);
Lo = (Lo + (lightRadiance(light, surface) * lightVis));
}
uint clusterIndex = getClusterIndex(tint_symbol.position);
uint lightOffset = clusterLights.lights[clusterIndex].offset;
uint lightCount = clusterLights.lights[clusterIndex].count;
{
for(uint lightIndex = 0u; (lightIndex < lightCount); lightIndex = (lightIndex + 1u)) {
uint i = clusterLights.indices[(lightOffset + lightIndex)];
PuctualLight light = PuctualLight(0u, vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(0.0f, 0.0f, 0.0f), 0.0f);
light.lightType = LightType_Point;
light.pointToLight = (globalLights.lights[i].position.xyz - tint_symbol.worldPos);
light.range = globalLights.lights[i].range;
light.color = globalLights.lights[i].color;
light.intensity = globalLights.lights[i].intensity;
float lightVis = pointLightVisibility(i, tint_symbol.worldPos, light.pointToLight);
Lo = (Lo + (lightRadiance(light, surface) * lightVis));
}
}
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vec2 ssaoCoord = (tint_symbol.position.xy / vec2(textureSize(ssaoTexture_1, 0).xy));
float ssaoFactor = texture(ssaoTexture_defaultSampler, ssaoCoord).r;
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vec3 ambient = (((globalLights.ambient * surface.albedo) * surface.ao) * ssaoFactor);
vec3 color = linearTosRGB(((Lo + ambient) + surface.emissive));
FragmentOutput tint_symbol_2 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_2.color = vec4(color, surface.baseColor.a);
tint_symbol_2.emissive = vec4(surface.emissive, surface.baseColor.a);
return tint_symbol_2;
}
void main() {
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VertexOutput tint_symbol_3 = VertexOutput(gl_FragCoord, worldPos_1, view_1, texcoord_1, texcoord2_1, color_1, instanceColor_1, normal_1, tangent_1, bitangent_1);
FragmentOutput inner_result = fragmentMain(tint_symbol_3);
color_2 = inner_result.color;
emissive_1 = inner_result.emissive;
return;
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}