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Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl54
1 files changed, 54 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
new file mode 100644
index 00000000000..eefc024d0b8
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -0,0 +1,54 @@
+
+/**
+ * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
+ * Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
+ * pass is not conservative enough).
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_iter_lib.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ float depth = texelFetch(hiz_tx, texel, 0).r;
+ float vP_z = get_view_z_from_depth(depth);
+ vec3 P = get_world_space_from_depth(uvcoordsvar.xy, depth);
+
+ float light_count = 0.0;
+ uint light_cull = 0u;
+ vec2 px = gl_FragCoord.xy;
+ LIGHT_FOREACH_BEGIN_LOCAL(light_cull_buf, light_zbin_buf, light_tile_buf, px, vP_z, l_idx)
+ {
+ LightData light = light_buf[l_idx];
+ light_cull |= 1u << l_idx;
+ light_count += 1.0;
+ }
+ LIGHT_FOREACH_END
+
+ uint light_nocull = 0u;
+ LIGHT_FOREACH_BEGIN_LOCAL_NO_CULL(light_cull_buf, l_idx)
+ {
+ LightData light = light_buf[l_idx];
+ vec3 L;
+ float dist;
+ light_vector_get(light, P, L, dist);
+ if (light_attenuation(light, L, dist) > 0.0) {
+ light_nocull |= 1u << l_idx;
+ }
+ }
+ LIGHT_FOREACH_END
+
+ vec4 color = vec4(heatmap_gradient(light_count / 4.0), 1.0);
+
+ if ((light_cull & light_nocull) != light_nocull) {
+ /* ERROR. Some lights were culled incorrectly. */
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+
+ out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
+ out_debug_color_mul = color;
+}