//! Vertex/fragment shader for rasterizing large clusters into a visibility buffer.
import package::{
meshlet::bindings::{
meshlet_cluster_meshlet_ids,
meshlets,
meshlet_cluster_instance_ids,
meshlet_instance_uniforms,
meshlet_raster_clusters,
meshlet_previous_raster_counts,
meshlet_visibility_buffer,
view,
get_meshlet_triangle_count,
get_meshlet_vertex_id,
get_meshlet_vertex_position,
},
render::mesh_functions::mesh_position_local_to_world,
};
import bevy_render::maths::affine3_to_square;
var<immediate> meshlet_raster_cluster_rightmost_slot: u32;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT)
@location(0) @interpolate(flat) packed_ids: u32,
}
@vertex
fn vertex(@builtin(instance_index) instance_index: u32, @builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let cluster_in_draw = meshlet_previous_raster_counts[1] + instance_index;
let cluster_id = meshlet_raster_cluster_rightmost_slot - cluster_in_draw;
let instanced_offset = meshlet_raster_clusters[cluster_id];
var meshlet = meshlets[instanced_offset.offset];
let triangle_id = vertex_index / 3u;
if triangle_id >= get_meshlet_triangle_count(&meshlet) { return dummy_vertex(); }
let index_id = vertex_index;
let vertex_id = get_meshlet_vertex_id(meshlet.start_index_id + index_id);
let instance_uniform = meshlet_instance_uniforms[instanced_offset.instance_id];
let vertex_position = get_meshlet_vertex_position(&meshlet, vertex_id);
let world_from_local = affine3_to_square(instance_uniform.world_from_local);
let world_position = mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0));
let clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0);
@if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT)
return VertexOutput(
clip_position,
(cluster_id << 7u) | triangle_id,
);
@else
return VertexOutput(
clip_position,
);
}
@fragment
fn fragment(vertex_output: VertexOutput) {
let depth = bitcast<u32>(vertex_output.position.z);
@if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT)
let visibility = (u64(depth) << 32u) | u64(vertex_output.packed_ids);
@else
let visibility = depth;
textureAtomicMax(meshlet_visibility_buffer, vec2<u32>(vertex_output.position.xy), visibility);
}
fn dummy_vertex() -> VertexOutput {
@if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT)
return VertexOutput(
vec4(divide(0.0, 0.0)), // NaN vertex position
0u,
);
@else
return VertexOutput(
vec4(divide(0.0, 0.0)),
);
}
/// Naga doesn't allow divide by zero literals, but this lets us work around it
fn divide(a: f32, b: f32) -> f32 {
return a / b;
}