SPIRV-Cross/reference/opt/shaders/comp/generate_height.comp

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#version 310 es
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) readonly buffer Distribution
{
vec2 distribution[];
} _137;
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layout(binding = 2, std140) uniform UBO
{
vec4 uModTime;
} _166;
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layout(binding = 1, std430) writeonly buffer HeightmapFFT
{
uint heights[];
} _225;
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void main()
{
uvec2 _265 = uvec2(64u, 1u) * gl_NumWorkGroups.xy;
uvec2 _270 = _265 - gl_GlobalInvocationID.xy;
bvec2 _272 = equal(gl_GlobalInvocationID.xy, uvec2(0u));
uint _460;
if (_272.x)
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{
_460 = 0u;
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}
else
{
_460 = _270.x;
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}
uint _461;
if (_272.y)
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{
_461 = 0u;
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}
else
{
_461 = _270.y;
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}
uint _277 = _265.x;
uint _281 = (gl_GlobalInvocationID.y * _277) + gl_GlobalInvocationID.x;
uint _291 = (_461 * _277) + _460;
vec2 _298 = vec2(gl_GlobalInvocationID.xy);
vec2 _300 = vec2(_265);
float _310 = sqrt(9.81000041961669921875 * length(_166.uModTime.xy * mix(_298, _298 - _300, greaterThan(_298, _300 * 0.5)))) * _166.uModTime.z;
vec2 _317 = vec2(cos(_310), sin(_310));
vec2 _391 = _317.xx;
vec2 _396 = _317.yy;
vec2 _399 = _396 * _137.distribution[_281].yx;
vec2 _426 = _396 * _137.distribution[_291].yx;
vec2 _434 = (_137.distribution[_291] * _391) + vec2(-_426.x, _426.y);
_225.heights[_281] = packHalf2x16(((_137.distribution[_281] * _391) + vec2(-_399.x, _399.y)) + vec2(_434.x, -_434.y));
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}