Use normal and material gbuffer to improve quality of SSR

This commit is contained in:
Joshua Barretto 2022-12-30 15:33:23 +00:00
parent 0052af85bc
commit 26a98a3d9b
25 changed files with 261 additions and 110 deletions

View File

@ -46,6 +46,9 @@ uniform u_locals {
mat4 all_mat_inv;
};
layout(set = 2, binding = 5)
uniform utexture2D t_src_mat;
layout(location = 0) out vec4 tgt_color;
vec3 wpos_at(vec2 uv) {
@ -79,6 +82,14 @@ float depth_at(vec2 uv) {
void main() {
vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
uvec2 mat_sz = textureSize(usampler2D(t_src_mat, s_src_depth), 0);
uvec4 mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0);
#ifdef EXPERIMENTAL_VIEWNORMALS
color.rgb = vec3(mat.xyz) / 255.0;
return;
#endif
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(color.rgb, 1);
return;
@ -126,8 +137,8 @@ void main() {
cloud_blend = 1.0 - color.a;
#if (FLUID_MODE >= FLUID_MODE_MEDIUM || REFLECTION_MODE >= REFLECTION_MODE_MEDIUM)
if (dir.z < 0.0) {
vec3 surf_norm = normalize(vec3(nz * 0.3 / (1.0 + dist * 0.1), 1));
if (mat.a != MAT_SKY) {
vec3 surf_norm = vec3(texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0).xyz) / 127.0 - 1.0;
vec3 refl_dir = reflect(dir, surf_norm);
vec4 clip = (all_mat * vec4(cam_pos.xyz + refl_dir, 1.0));
@ -180,11 +191,27 @@ void main() {
clamp((new_dist - dist * 0.5) / (dist * 0.5), 0.0, 1.0)
);
vec3 refl_col;
// Did we hit a surface during reflection?
if (merge > 0.0) {
vec3 new_col = texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).rgb;
new_col = get_cloud_color(new_col.rgb, refl_dir, wpos, time_of_day.x, distance(new_wpos, wpos.xyz), 1.0);
color.rgb = mix(color.rgb, new_col, min(merge * (color.a * 2.0), 0.75));
// Yes: grab the new material from screen space
uvec4 new_mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0);
// If it's the sky, just go determine the sky color analytically to avoid sampling the incomplete skybox
// Otherwise, pull the color from the screen-space color buffer
if (new_mat.a == MAT_SKY) {
refl_col = get_sky_color(refl_dir, time_of_day.x, wpos, vec3(-100000), 0.125, true, 1.0, true, 1.0);
} else {
refl_col = texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).rgb;
}
// Apply clouds to reflected colour
refl_col = get_cloud_color(refl_col, refl_dir, wpos, time_of_day.x, distance(new_wpos, wpos.xyz), 1.0);
} else {
// No: assume that anything off-screen is the colour of the sky
refl_col = min(get_sky_color(refl_dir, time_of_day.x, wpos - focus_off.xyz, vec3(-100000), 0.125, true, 1.0, true, 1.0), vec3(1));
// Apply clouds to reflection
refl_col = get_cloud_color(refl_col, refl_dir, wpos, time_of_day.x, 100000.0, 1.0);
}
color.rgb = mix(color.rgb, refl_col, min(color.a * 2.0, 0.75));
cloud_blend = 1;
} else {
#else

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@ -83,6 +83,7 @@ uniform u_bones {
};
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
void main() {
// vec2 texSize = textureSize(t_col_light, 0);
@ -299,4 +300,5 @@ void main() {
// }
tgt_color = vec4(surf_color, 1.0);
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE);
}

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@ -46,6 +46,7 @@ uniform u_locals {
};
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <sky.glsl>
#include <light.glsl>
@ -238,4 +239,5 @@ void main() {
vec4 color = vec4(surf_color, opacity);
tgt_color = color;
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FLUID);
}

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@ -48,6 +48,7 @@ uniform u_locals {
};
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <cloud.glsl>
#include <light.glsl>
@ -82,14 +83,14 @@ vec4 wave_height(vec4 posx, vec4 posy) {
posy *= 0.2;
const float drag_factor = 0.035;
const int iters = 21;
const float scale = 25.0;
const float scale = 15.0;
#else
float speed = 2.0;
posx *= 0.3;
posy *= 0.3;
const float drag_factor = 0.04;
const int iters = 11;
const float scale = 5.0;
const float scale = 3.0;
#endif
const float iter_shift = (3.14159 * 2.0) / 7.3;
@ -427,4 +428,5 @@ void main() {
vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); */
tgt_color = color;
tgt_mat = uvec4(uvec3((norm + 1.0) * 127.0), MAT_FLUID);
}

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@ -52,6 +52,12 @@
#define MEDIUM_AIR 0
#define MEDIUM_WATER 1
#define MAT_SKY 0
#define MAT_BLOCK 1
#define MAT_FLUID 2
#define MAT_FIGURE 3
#define MAT_LOD 4
// An arbitrary value that represents a very far distance (at least as far as the player should be able to see) without
// being too far that we end up with precision issues (used in clouds and elsewhere).
#define DIST_CAP 50000

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@ -25,6 +25,7 @@ layout(location = 3) in vec3 model_pos;
layout(location = 4) in float snow_cover;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <sky.glsl>
#include <light.glsl>
@ -123,4 +124,5 @@ void main() {
surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
tgt_color = vec4(surf_color, 1.0);
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD);
}

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@ -31,6 +31,7 @@ layout(location = 2) in float pull_down;
// in vec4 f_square;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
/// const vec4 sun_pos = vec4(0);
// const vec4 light_pos[2] = vec4[](vec4(0), vec4(0)/*, vec3(00), vec3(0), vec3(0), vec3(0)*/);
@ -687,4 +688,5 @@ void main() {
// color = surf_color;
tgt_color = vec4(surf_color, surf_alpha);
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD);
}

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@ -26,6 +26,7 @@ layout(location = 2) in vec4 f_col;
layout(location = 3) in float f_reflect;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <sky.glsl>
#include <light.glsl>
@ -106,4 +107,5 @@ void main() {
// Temporarily disable particle transparency to avoid artifacts
tgt_color = vec4(surf_color, 1.0 /*f_col.a*/);
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_BLOCK);
}

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@ -23,6 +23,7 @@
layout(location = 0) in vec3 f_pos;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
void main() {
#ifdef EXPERIMENTAL_BAREMINIMUM
@ -56,4 +57,5 @@ void main() {
vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist;
tgt_color = vec4(cam_attenuation * get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, wpos, 1.0, true, refractionIndex, false, 1.0), 1.0);
tgt_mat = uvec4(uvec3(0), MAT_SKY);
}

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@ -32,6 +32,7 @@ layout(set = 2, binding = 1)
uniform sampler s_col_light;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <sky.glsl>
#include <light.glsl>
@ -125,5 +126,6 @@ void main() {
surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15);
tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE);
//tgt_color = vec4(-f_norm, 1.0);
}

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@ -58,6 +58,7 @@ uniform u_locals {
};
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
#include <sky.glsl>
#include <light.glsl>
@ -530,5 +531,6 @@ void main() {
surf_color += f_select * (surf_color + 0.1) * vec3(0.5, 0.5, 0.5);
tgt_color = vec4(surf_color, f_alpha);
tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_BLOCK);
//tgt_color = vec4(f_norm, f_alpha);
}

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@ -527,4 +527,6 @@ pub enum ExperimentalShader {
NoRainbows,
/// Add extra detailing to puddles.
PuddleDetails,
/// Show the normal buffers.
ViewNormals,
}

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@ -88,6 +88,17 @@ impl CloudsLayout {
},
count: None,
},
// Materials source
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Uint,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
}),
}
@ -97,6 +108,7 @@ impl CloudsLayout {
&self,
device: &wgpu::Device,
src_color: &wgpu::TextureView,
src_mat: &wgpu::TextureView,
src_depth: &wgpu::TextureView,
sampler: &wgpu::Sampler,
depth_sampler: &wgpu::Sampler,
@ -126,6 +138,10 @@ impl CloudsLayout {
binding: 4,
resource: locals.buf().as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(src_mat),
},
],
});

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@ -130,11 +130,18 @@ impl DebugPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::empty(),
},
],
}),
});

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@ -233,11 +233,18 @@ impl FigurePipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -122,22 +122,29 @@ impl FluidPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Min,
},
}),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Min,
},
}),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -137,11 +137,18 @@ impl LodObjectPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -252,11 +252,18 @@ impl LodTerrainPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -245,23 +245,30 @@ impl ParticlePipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
// TODO: use a constant and/or pass in this format on pipeline construction
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
// TODO: use a constant and/or pass in this format on pipeline construction
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -91,18 +91,25 @@ impl SkyboxPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -325,23 +325,30 @@ impl SpritePipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
// TODO: can we remove sprite transparency?
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
// TODO: can we remove sprite transparency?
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -276,11 +276,18 @@ impl TerrainPipeline {
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
}],
targets: &[
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrite::ALL,
},
],
}),
});

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@ -85,6 +85,7 @@ struct Views {
_win_depth: wgpu::TextureView,
tgt_color: wgpu::TextureView,
tgt_mat: wgpu::TextureView,
tgt_depth: wgpu::TextureView,
bloom_tgts: Option<[wgpu::TextureView; bloom::NUM_SIZES]>,
@ -480,6 +481,7 @@ impl Renderer {
clouds_locals,
postprocess_locals,
&views.tgt_color,
&views.tgt_mat,
&views.tgt_depth,
views.bloom_tgts.as_ref().map(|tgts| locals::BloomParams {
locals: bloom_sizes.map(|size| {
@ -688,6 +690,7 @@ impl Renderer {
&self.device,
&self.layouts,
&self.views.tgt_color,
&self.views.tgt_mat,
&self.views.tgt_depth,
bloom_params,
&self.views.tgt_color_pp,
@ -802,7 +805,7 @@ impl Renderer {
let sample_count = pipeline_modes.aa.samples();
let levels = 1;
let color_view = |width, height| {
let color_view = |width, height, format| {
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
@ -813,13 +816,13 @@ impl Renderer {
mip_level_count: levels,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba16Float,
format,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
});
tex.create_view(&wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Rgba16Float),
format: Some(format),
dimension: Some(wgpu::TextureViewDimension::D2),
// TODO: why is this not Color?
aspect: wgpu::TextureAspect::All,
@ -830,8 +833,10 @@ impl Renderer {
})
};
let tgt_color_view = color_view(width, height);
let tgt_color_pp_view = color_view(width, height);
let tgt_color_view = color_view(width, height, wgpu::TextureFormat::Rgba16Float);
let tgt_color_pp_view = color_view(width, height, wgpu::TextureFormat::Rgba16Float);
let tgt_mat_view = color_view(width, height, wgpu::TextureFormat::Rgba8Uint);
let mut size_shift = 0;
// TODO: skip creating bloom stuff when it is disabled
@ -842,10 +847,9 @@ impl Renderer {
size
});
let bloom_tgt_views = pipeline_modes
.bloom
.is_on()
.then(|| bloom_sizes.map(|size| color_view(size.x, size.y)));
let bloom_tgt_views = pipeline_modes.bloom.is_on().then(|| {
bloom_sizes.map(|size| color_view(size.x, size.y, wgpu::TextureFormat::Rgba16Float))
});
let tgt_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
label: None,
@ -899,6 +903,7 @@ impl Renderer {
(
Views {
tgt_color: tgt_color_view,
tgt_mat: tgt_mat_view,
tgt_depth: tgt_depth_view,
bloom_tgts: bloom_tgt_views,
tgt_color_pp: tgt_color_pp_view,

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@ -223,14 +223,24 @@ impl<'frame> Drawer<'frame> {
let mut render_pass =
encoder.scoped_render_pass("first_pass", device, &wgpu::RenderPassDescriptor {
label: Some("first pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &self.borrow.views.tgt_color,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
color_attachments: &[
wgpu::RenderPassColorAttachment {
view: &self.borrow.views.tgt_color,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
},
},
}],
wgpu::RenderPassColorAttachment {
view: &self.borrow.views.tgt_mat,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
},
},
],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.borrow.views.tgt_depth,
depth_ops: Some(wgpu::Operations {

View File

@ -29,6 +29,7 @@ impl Locals {
clouds_locals: Consts<clouds::Locals>,
postprocess_locals: Consts<postprocess::Locals>,
tgt_color_view: &wgpu::TextureView,
tgt_mat_view: &wgpu::TextureView,
tgt_depth_view: &wgpu::TextureView,
bloom: Option<BloomParams>,
tgt_color_pp_view: &wgpu::TextureView,
@ -38,6 +39,7 @@ impl Locals {
let clouds_bind = layouts.clouds.bind(
device,
tgt_color_view,
tgt_mat_view,
tgt_depth_view,
sampler,
depth_sampler,
@ -77,6 +79,7 @@ impl Locals {
// Call when these are recreated and need to be rebound
// e.g. resizing
tgt_color_view: &wgpu::TextureView,
tgt_mat_view: &wgpu::TextureView,
tgt_depth_view: &wgpu::TextureView,
bloom: Option<BloomParams>,
tgt_color_pp_view: &wgpu::TextureView,
@ -86,6 +89,7 @@ impl Locals {
self.clouds_bind = layouts.clouds.bind(
device,
tgt_color_view,
tgt_mat_view,
tgt_depth_view,
sampler,
depth_sampler,