Output debugger

(can display intermediary buffers)
This commit is contained in:
Emmanuel BENOîT 2017-10-06 14:29:01 +02:00
parent 2ae430dc49
commit c4218efc64
21 changed files with 488 additions and 31 deletions

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#version 450 core
//! type fragment
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
o_Color = vec4( vec3( texelFetch( u_InputTexture , pos , u_LOD ).a ) ,
1 );
}

17
shaders/debug/copy.glsl Normal file
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#version 450 core
//! type fragment
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
o_Color = vec4( texelFetch( u_InputTexture , pos , u_LOD ).rgb , 1 );
}

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#version 450 core
//! type fragment
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 3 ) uniform float u_Factor;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
float depth = texelFetch( u_InputTexture , pos , u_LOD ).x
* u_Factor;
o_Color = vec4( vec3( depth ) , 1 );
}

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#version 450 core
//! type fragment
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
vec3 c = vec3( texelFetch( u_InputTexture , pos , u_LOD ).r );
o_Color = vec4( 1 - c / ( c + 1 ) , 1 );
}

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#version 450 core
//! type fragment
layout( location = 0 ) uniform sampler2D u_InputTexture;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 0 ) out vec4 o_Color;
void main( void )
{
vec2 ts = textureSize( u_InputTexture , u_LOD );
ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize );
vec3 c = texelFetch( u_InputTexture , pos , u_LOD ).rgb;
o_Color = vec4( c / ( c + 1 ) , 1 );
}