SPIRV-Cross/reference/opt/shaders/asm/frag/loop-header-to-continue.asm.frag

46 lines
1.1 KiB
GLSL
Raw Normal View History

#version 450
struct Params
{
vec4 TextureSize;
vec4 Params1;
vec4 Params2;
vec4 Params3;
vec4 Params4;
vec4 Bloom;
};
layout(binding = 1, std140) uniform CB1
{
Params CB1;
} _8;
uniform sampler2D SPIRV_Cross_CombinedmapTexturemapSampler;
layout(location = 0) in vec2 IN_uv;
layout(location = 0) out vec4 _entryPointOutput;
void main()
{
vec2 _45 = vec2(0.0, _8.CB1.TextureSize.w);
vec4 _49 = texture(SPIRV_Cross_CombinedmapTexturemapSampler, IN_uv);
float _50 = _49.y;
float _53 = clamp(_50 * 0.06399999558925628662109375, 7.999999797903001308441162109375e-05, 0.008000000379979610443115234375);
float _55;
float _58;
_55 = 0.0;
_58 = 0.0;
for (int _60 = -3; _60 <= 3; )
{
float _64 = float(_60);
vec4 _72 = texture(SPIRV_Cross_CombinedmapTexturemapSampler, IN_uv + (_45 * _64));
float _78 = exp(((-_64) * _64) * 0.2222220003604888916015625) * float(abs(_72.y - _50) < _53);
_55 += (_72.x * _78);
_58 += _78;
_60++;
continue;
}
_entryPointOutput = vec4(_55 / _58, _50, 0.0, 1.0);
}