DashBoomColorClash/materials/shader/PixelCountCompute.glsl

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// based on:
// - https://www.youtube.com/watch?v=5CKvGYqagyI
// - https://pastebin.com/pbGGjrE8
#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in;
// A binding to the buffer we create in our script
layout(set = 0, binding = 0, std430) buffer MyDataBuffer {
int data[];
}
my_data_buffer;
layout(set = 0, binding = 1) uniform sampler2D tex;
void main() {
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).r > 0.0) {
atomicAdd(my_data_buffer.data[0], 1);
}
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).b > 0.0) {
atomicAdd(my_data_buffer.data[1], 1);
}
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).rgb == vec3(1.0, 0, 1.0)) {
atomicAdd(my_data_buffer.data[2], 1);
}
}