SPIRV-Cross/reference/opt/shaders/asm/frag/loop-body-dominator-continue-access.asm.frag

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2017-12-05 16:44:52 +00:00
#version 450
layout(binding = 0, std140) uniform Foo
{
layout(row_major) mat4 lightVP[64];
uint shadowCascadesNum;
int test;
} _11;
layout(location = 0) in vec3 fragWorld;
layout(location = 0) out int _entryPointOutput;
mat4 _152;
uint _155;
int GetCascade(vec3 fragWorldPosition)
{
mat4 _153;
_153 = _152;
uint _156;
mat4 _157;
for (uint _151 = 0u; _151 < _11.shadowCascadesNum; _151 = _156 + uint(1), _153 = _157)
2017-12-05 16:44:52 +00:00
{
mat4 _154;
_154 = _153;
for (;;)
{
if (_11.test == 0)
{
_156 = _151;
_157 = mat4(vec4(0.5, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 0.0, 0.0), vec4(0.0, 0.0, 0.5, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
break;
}
_156 = _151;
_157 = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
break;
}
vec4 _92 = (_157 * _11.lightVP[_156]) * vec4(fragWorldPosition, 1.0);
if ((((_92.z >= 0.0) && (_92.z <= 1.0)) && (max(_92.x, _92.y) <= 1.0)) && (min(_92.x, _92.y) >= 0.0))
{
return int(_156);
}
}
return -1;
}
void main()
{
vec3 _123 = fragWorld;
_entryPointOutput = GetCascade(_123);
}