Merge pull request #1420 from dj2/roll-07-06

Roll deps.
This commit is contained in:
Hans-Kristian Arntzen 2020-07-06 21:24:06 +02:00 committed by GitHub
commit 559b21c6c9
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GPG Key ID: 4AEE18F83AFDEB23
36 changed files with 146 additions and 118 deletions

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@ -1,7 +1,7 @@
#!/bin/bash
GLSLANG_REV=839704450200e407490c538418f4d1a493b789ab
SPIRV_TOOLS_REV=d4b9f576ebb48e716efe14c7ea634a11427fa34d
GLSLANG_REV=f5ed7a69d5d64bd3ac802712c24995c6c12d23f8
SPIRV_TOOLS_REV=bd2a9ea85210d3bb474bc5adb9ff4b0bb536b4fc
SPIRV_HEADERS_REV=11d7637e7a43cd88cfd4e42c99581dcb682936aa
if [ -z $PROTOCOL ]; then

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@ -1,6 +1,6 @@
cbuffer Block : register(b0)
{
column_major float2x3 _104_var[3][4] : packoffset(c0);
column_major float2x3 _106_var[3][4] : packoffset(c0);
};
@ -22,7 +22,7 @@ struct SPIRV_Cross_Output
void vert_main()
{
gl_Position = a_position;
v_vtxResult = ((float(abs(_104_var[0][0][0].x - 2.0f) < 0.0500000007450580596923828125f) * float(abs(_104_var[0][0][0].y - 6.0f) < 0.0500000007450580596923828125f)) * float(abs(_104_var[0][0][0].z - (-6.0f)) < 0.0500000007450580596923828125f)) * ((float(abs(_104_var[0][0][1].x) < 0.0500000007450580596923828125f) * float(abs(_104_var[0][0][1].y - 5.0f) < 0.0500000007450580596923828125f)) * float(abs(_104_var[0][0][1].z - 5.0f) < 0.0500000007450580596923828125f));
v_vtxResult = ((float(abs(_106_var[0][0][0].x - 2.0f) < 0.0500000007450580596923828125f) * float(abs(_106_var[0][0][0].y - 6.0f) < 0.0500000007450580596923828125f)) * float(abs(_106_var[0][0][0].z - (-6.0f)) < 0.0500000007450580596923828125f)) * ((float(abs(_106_var[0][0][1].x) < 0.0500000007450580596923828125f) * float(abs(_106_var[0][0][1].y - 5.0f) < 0.0500000007450580596923828125f)) * float(abs(_106_var[0][0][1].z - 5.0f) < 0.0500000007450580596923828125f));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)

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@ -50,10 +50,10 @@ struct Foobar
float b;
};
constant spvUnsafeArray<float4, 3> _37 = spvUnsafeArray<float4, 3>({ float4(1.0), float4(2.0), float4(3.0) });
constant spvUnsafeArray<float4, 2> _49 = spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) });
constant spvUnsafeArray<float4, 2> _54 = spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) });
constant spvUnsafeArray<spvUnsafeArray<float4, 2>, 2> _55 = spvUnsafeArray<spvUnsafeArray<float4, 2>, 2>({ spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) }), spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) }) });
constant spvUnsafeArray<float4, 3> _40 = spvUnsafeArray<float4, 3>({ float4(1.0), float4(2.0), float4(3.0) });
constant spvUnsafeArray<float4, 2> _51 = spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) });
constant spvUnsafeArray<float4, 2> _56 = spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) });
constant spvUnsafeArray<spvUnsafeArray<float4, 2>, 2> _57 = spvUnsafeArray<spvUnsafeArray<float4, 2>, 2>({ spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) }), spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) }) });
struct main0_out
{
@ -67,10 +67,10 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]])
{
spvUnsafeArray<Foobar, 2> _75 = spvUnsafeArray<Foobar, 2>({ Foobar{ 10.0, 40.0 }, Foobar{ 90.0, 70.0 } });
spvUnsafeArray<Foobar, 2> _77 = spvUnsafeArray<Foobar, 2>({ Foobar{ 10.0, 40.0 }, Foobar{ 90.0, 70.0 } });
main0_out out = {};
out.FragColor = ((_37[in.index] + _55[in.index][in.index + 1]) + float4(30.0)) + float4(_75[in.index].a + _75[in.index].b);
out.FragColor = ((_40[in.index] + _57[in.index][in.index + 1]) + float4(30.0)) + float4(_77[in.index].a + _77[in.index].b);
return out;
}

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@ -29,16 +29,16 @@ struct main0_patchIn
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant UBO& _31 [[buffer(0)]], texture2d<float> uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
float2 _202 = patchIn.vOutPatchPosBase + (float3(gl_TessCoord, 0).xy * _31.uPatchSize);
float2 _216 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(float3(gl_TessCoord, 0).x));
float _223 = mix(_216.x, _216.y, float3(gl_TessCoord, 0).y);
float _225 = floor(_223);
float2 _125 = _202 * _31.uInvHeightmapSize;
float2 _141 = _31.uInvHeightmapSize * exp2(_225);
out.vGradNormalTex = float4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
float3 _256 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 0.5)), level(_225)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 1.0)), level(_225 + 1.0)).xyz, float3(_223 - _225));
float2 _171 = (_202 * _31.uScale.xy) + _256.yz;
out.vWorld = float3(_171.x, _256.x, _171.y);
float2 _204 = patchIn.vOutPatchPosBase + (float3(gl_TessCoord, 0).xy * _31.uPatchSize);
float2 _219 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(float3(gl_TessCoord, 0).x));
float _226 = mix(_219.x, _219.y, float3(gl_TessCoord, 0).y);
float _228 = floor(_226);
float2 _127 = _204 * _31.uInvHeightmapSize;
float2 _143 = _31.uInvHeightmapSize * exp2(_228);
out.vGradNormalTex = float4(_127 + (_31.uInvHeightmapSize * 0.5), _127 * _31.uScale.zw);
float3 _260 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_127 + (_143 * 0.5)), level(_228)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_127 + (_143 * 1.0)), level(_228 + 1.0)).xyz, float3(_226 - _228));
float2 _173 = (_204 * _31.uScale.xy) + _260.yz;
out.vWorld = float3(_173.x, _260.x, _173.y);
out.gl_Position = _31.uMVP * float4(out.vWorld, 1.0);
return out;
}

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@ -19,11 +19,11 @@ struct main0_in
float4 a_position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Block& _104 [[buffer(0)]])
vertex main0_out main0(main0_in in [[stage_in]], constant Block& _106 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = in.a_position;
out.v_vtxResult = ((float(abs(_104.var[0][0][0][0] - 2.0) < 0.0500000007450580596923828125) * float(abs(_104.var[0][0][1][0] - 6.0) < 0.0500000007450580596923828125)) * float(abs(_104.var[0][0][2][0] - (-6.0)) < 0.0500000007450580596923828125)) * ((float(abs(_104.var[0][0][0][1]) < 0.0500000007450580596923828125) * float(abs(_104.var[0][0][1][1] - 5.0) < 0.0500000007450580596923828125)) * float(abs(_104.var[0][0][2][1] - 5.0) < 0.0500000007450580596923828125));
out.v_vtxResult = ((float(abs(_106.var[0][0][0][0] - 2.0) < 0.0500000007450580596923828125) * float(abs(_106.var[0][0][1][0] - 6.0) < 0.0500000007450580596923828125)) * float(abs(_106.var[0][0][2][0] - (-6.0)) < 0.0500000007450580596923828125)) * ((float(abs(_106.var[0][0][0][1]) < 0.0500000007450580596923828125) * float(abs(_106.var[0][0][1][1] - 5.0) < 0.0500000007450580596923828125)) * float(abs(_106.var[0][0][2][1] - 5.0) < 0.0500000007450580596923828125));
return out;
}

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@ -8,15 +8,15 @@ struct Foobar
float b;
};
const vec4 _37[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0));
const vec4 _55[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0)));
const Foobar _75[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
const vec4 _40[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0));
const vec4 _57[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0)));
const Foobar _77[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
layout(location = 0) out vec4 FragColor;
layout(location = 0) flat in mediump int index;
void main()
{
FragColor = ((_37[index] + _55[index][index + 1]) + vec4(30.0)) + vec4(_75[index].a + _75[index].b);
FragColor = ((_40[index] + _57[index][index + 1]) + vec4(30.0)) + vec4(_77[index].a + _77[index].b);
}

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@ -21,16 +21,16 @@ layout(location = 0) out vec3 vWorld;
void main()
{
vec2 _202 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize);
vec2 _216 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x));
float _223 = mix(_216.x, _216.y, gl_TessCoord.y);
mediump float _225 = floor(_223);
vec2 _125 = _202 * _31.uInvHeightmapSize;
vec2 _141 = _31.uInvHeightmapSize * exp2(_225);
vGradNormalTex = vec4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
mediump vec3 _256 = mix(textureLod(uHeightmapDisplacement, _125 + (_141 * 0.5), _225).xyz, textureLod(uHeightmapDisplacement, _125 + (_141 * 1.0), _225 + 1.0).xyz, vec3(_223 - _225));
vec2 _171 = (_202 * _31.uScale.xy) + _256.yz;
vWorld = vec3(_171.x, _256.x, _171.y);
vec2 _204 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize);
vec2 _219 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x));
float _226 = mix(_219.x, _219.y, gl_TessCoord.y);
mediump float _228 = floor(_226);
vec2 _127 = _204 * _31.uInvHeightmapSize;
vec2 _143 = _31.uInvHeightmapSize * exp2(_228);
vGradNormalTex = vec4(_127 + (_31.uInvHeightmapSize * 0.5), _127 * _31.uScale.zw);
mediump vec3 _260 = mix(textureLod(uHeightmapDisplacement, _127 + (_143 * 0.5), _228).xyz, textureLod(uHeightmapDisplacement, _127 + (_143 * 1.0), _228 + 1.0).xyz, vec3(_226 - _228));
vec2 _173 = (_204 * _31.uScale.xy) + _260.yz;
vWorld = vec3(_173.x, _260.x, _173.y);
gl_Position = _31.uMVP * vec4(vWorld, 1.0);
}

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@ -3,7 +3,7 @@
layout(binding = 0, std140) uniform Block
{
layout(row_major) mat2x3 var[3][4];
} _104;
} _106;
layout(location = 0) in vec4 a_position;
layout(location = 0) out mediump float v_vtxResult;
@ -11,6 +11,6 @@ layout(location = 0) out mediump float v_vtxResult;
void main()
{
gl_Position = a_position;
v_vtxResult = ((float(abs(_104.var[0][0][0].x - 2.0) < 0.0500000007450580596923828125) * float(abs(_104.var[0][0][0].y - 6.0) < 0.0500000007450580596923828125)) * float(abs(_104.var[0][0][0].z - (-6.0)) < 0.0500000007450580596923828125)) * ((float(abs(_104.var[0][0][1].x) < 0.0500000007450580596923828125) * float(abs(_104.var[0][0][1].y - 5.0) < 0.0500000007450580596923828125)) * float(abs(_104.var[0][0][1].z - 5.0) < 0.0500000007450580596923828125));
v_vtxResult = ((float(abs(_106.var[0][0][0].x - 2.0) < 0.0500000007450580596923828125) * float(abs(_106.var[0][0][0].y - 6.0) < 0.0500000007450580596923828125)) * float(abs(_106.var[0][0][0].z - (-6.0)) < 0.0500000007450580596923828125)) * ((float(abs(_106.var[0][0][1].x) < 0.0500000007450580596923828125) * float(abs(_106.var[0][0][1].y - 5.0) < 0.0500000007450580596923828125)) * float(abs(_106.var[0][0][1].z - 5.0) < 0.0500000007450580596923828125));
}

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@ -13,7 +13,7 @@ layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1)));
FragColor = ((((texture(SPIRV_Cross_CombineduTextureuSampler[2], _95) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3);
vec2 _101 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1)));
FragColor = ((((texture(SPIRV_Cross_CombineduTextureuSampler[2], _101) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _101)) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _101)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3);
}

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@ -14,7 +14,7 @@ layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)));
FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _95) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3);
vec2 _101 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)));
FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _101) + texture(sampler2D(uTexture[1], uSampler), _101)) + texture(sampler2D(uTexture[1], uSampler), _101)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3);
}

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@ -13,7 +13,7 @@ layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _73 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1)));
FragColor = (((texture(SPIRV_Cross_CombineduTextureuSampler, _73) + texture(SPIRV_Cross_CombineduTextureuSampler, _73)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
vec2 _77 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1)));
FragColor = (((texture(SPIRV_Cross_CombineduTextureuSampler, _77) + texture(SPIRV_Cross_CombineduTextureuSampler, _77)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
}

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@ -14,7 +14,7 @@ layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _73 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
FragColor = (((texture(sampler2D(uTexture, uSampler), _73) + texture(sampler2D(uTexture, uSampler), _73)) + texture(sampler2DArray(uTextureArray, uSampler), vTex3)) + texture(samplerCube(uTextureCube, uSampler), vTex3)) + texture(sampler3D(uTexture3D, uSampler), vTex3);
vec2 _77 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
FragColor = (((texture(sampler2D(uTexture, uSampler), _77) + texture(sampler2D(uTexture, uSampler), _77)) + texture(sampler2DArray(uTextureArray, uSampler), vTex3)) + texture(samplerCube(uTextureCube, uSampler), vTex3)) + texture(sampler3D(uTexture3D, uSampler), vTex3);
}

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@ -11,12 +11,14 @@ struct SPIRV_Cross_Output
float samp2(Texture2D<float4> t, SamplerComparisonState s)
{
return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f.xxx.z);
float _37 = t.SampleCmp(s, 1.0f.xxx.xy, 1.0f.xxx.z);
return _37;
}
float samp3(Texture2D<float4> t, SamplerState s)
{
return t.Sample(s, 1.0f.xx).x;
float _52 = t.Sample(s, 1.0f.xx).x;
return _52;
}
float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1)

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@ -18,7 +18,8 @@ struct SPIRV_Cross_Output
float4 load_subpasses(Texture2DMS<float4> uInput)
{
return uInput.Load(int2(gl_FragCoord.xy), gl_SampleID);
float4 _24 = uInput.Load(int2(gl_FragCoord.xy), gl_SampleID);
return _24;
}
void frag_main()

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@ -1,6 +1,6 @@
cbuffer Block : register(b0)
{
column_major float2x3 _104_var[3][4] : packoffset(c0);
column_major float2x3 _106_var[3][4] : packoffset(c0);
};
@ -21,7 +21,8 @@ struct SPIRV_Cross_Output
float compare_float(float a, float b)
{
return float(abs(a - b) < 0.0500000007450580596923828125f);
float _37 = float(abs(a - b) < 0.0500000007450580596923828125f);
return _37;
}
float compare_vec3(float3 a, float3 b)
@ -48,7 +49,7 @@ void vert_main()
{
gl_Position = a_position;
float result = 1.0f;
float2x3 param = _104_var[0][0];
float2x3 param = _106_var[0][0];
float2x3 param_1 = float2x3(float3(2.0f, 6.0f, -6.0f), float3(0.0f, 5.0f, 5.0f));
result *= compare_mat2x3(param, param_1);
v_vtxResult = result;

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@ -50,11 +50,11 @@ struct Foobar
float b;
};
constant spvUnsafeArray<float4, 3> _37 = spvUnsafeArray<float4, 3>({ float4(1.0), float4(2.0), float4(3.0) });
constant spvUnsafeArray<float4, 2> _49 = spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) });
constant spvUnsafeArray<float4, 2> _54 = spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) });
constant spvUnsafeArray<spvUnsafeArray<float4, 2>, 2> _55 = spvUnsafeArray<spvUnsafeArray<float4, 2>, 2>({ spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) }), spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) }) });
constant spvUnsafeArray<Foobar, 2> _75 = spvUnsafeArray<Foobar, 2>({ Foobar{ 10.0, 40.0 }, Foobar{ 90.0, 70.0 } });
constant spvUnsafeArray<float4, 3> _40 = spvUnsafeArray<float4, 3>({ float4(1.0), float4(2.0), float4(3.0) });
constant spvUnsafeArray<float4, 2> _51 = spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) });
constant spvUnsafeArray<float4, 2> _56 = spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) });
constant spvUnsafeArray<spvUnsafeArray<float4, 2>, 2> _57 = spvUnsafeArray<spvUnsafeArray<float4, 2>, 2>({ spvUnsafeArray<float4, 2>({ float4(1.0), float4(2.0) }), spvUnsafeArray<float4, 2>({ float4(8.0), float4(10.0) }) });
constant spvUnsafeArray<Foobar, 2> _77 = spvUnsafeArray<Foobar, 2>({ Foobar{ 10.0, 40.0 }, Foobar{ 90.0, 70.0 } });
struct main0_out
{
@ -69,15 +69,16 @@ struct main0_in
static inline __attribute__((always_inline))
float4 resolve(thread const Foobar& f)
{
return float4(f.a + f.b);
float4 _25 = float4(f.a + f.b);
return _25;
}
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Foobar param = Foobar{ 10.0, 20.0 };
Foobar param_1 = _75[in.index];
out.FragColor = ((_37[in.index] + _55[in.index][in.index + 1]) + resolve(param)) + resolve(param_1);
Foobar param_1 = _77[in.index];
out.FragColor = ((_40[in.index] + _57[in.index][in.index + 1]) + resolve(param)) + resolve(param_1);
return out;
}

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@ -13,7 +13,8 @@ struct main0_out
static inline __attribute__((always_inline))
float4 load_subpasses(thread const texture2d_ms<float> uInput, thread uint& gl_SampleID, thread float4& gl_FragCoord)
{
return uInput.read(uint2(gl_FragCoord.xy), gl_SampleID);
float4 _24 = uInput.read(uint2(gl_FragCoord.xy), gl_SampleID);
return _24;
}
fragment main0_out main0(texture2d_ms<float> uSubpass0 [[texture(0)]], texture2d_ms<float> uSubpass1 [[texture(1)]], uint gl_SampleID [[sample_id]], float4 gl_FragCoord [[position]])

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@ -13,7 +13,8 @@ struct main0_out
static inline __attribute__((always_inline))
float4 samp(thread const texture2d<float> t, thread const sampler s)
{
return t.sample(s, float2(0.5));
float4 _26 = t.sample(s, float2(0.5));
return _26;
}
fragment main0_out main0(texture2d<float> uDepth [[texture(0)]], sampler uSampler [[sampler(0)]])

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@ -41,7 +41,8 @@ float2 lod_factor(thread const float2& tess_coord, thread float4& vPatchLods)
float level = mix(x.x, x.y, tess_coord.y);
float floor_level = floor(level);
float fract_level = level - floor_level;
return float2(floor_level, fract_level);
float2 _74 = float2(floor_level, fract_level);
return _74;
}
static inline __attribute__((always_inline))

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@ -24,7 +24,8 @@ struct main0_in
static inline __attribute__((always_inline))
float compare_float(thread const float& a, thread const float& b)
{
return float(abs(a - b) < 0.0500000007450580596923828125);
float _37 = float(abs(a - b) < 0.0500000007450580596923828125);
return _37;
}
static inline __attribute__((always_inline))
@ -49,12 +50,12 @@ float compare_mat2x3(thread const float2x3& a, thread const float2x3& b)
return compare_vec3(param, param_1) * compare_vec3(param_2, param_3);
}
vertex main0_out main0(main0_in in [[stage_in]], constant Block& _104 [[buffer(0)]])
vertex main0_out main0(main0_in in [[stage_in]], constant Block& _106 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = in.a_position;
float result = 1.0;
float2x3 param = transpose(float3x2(_104.var[0][0][0].xy, _104.var[0][0][1].xy, _104.var[0][0][2].xy));
float2x3 param = transpose(float3x2(_106.var[0][0][0].xy, _106.var[0][0][1].xy, _106.var[0][0][2].xy));
float2x3 param_1 = float2x3(float3(2.0, 6.0, -6.0), float3(0.0, 5.0, 5.0));
result *= compare_mat2x3(param, param_1);
out.v_vtxResult = result;

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@ -6,7 +6,7 @@
}
],
"types" : {
"_89" : {
"_91" : {
"name" : "gl_PerVertex",
"members" : [
{
@ -19,7 +19,7 @@
}
]
},
"_102" : {
"_104" : {
"name" : "Block",
"members" : [
{
@ -57,7 +57,7 @@
],
"ubos" : [
{
"type" : "_102",
"type" : "_104",
"name" : "Block",
"block_size" : 576,
"set" : 0,

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@ -29,8 +29,8 @@ void main()
vec2 displacement = textureLod(uDisplacement, uv.zw, 0.0).xy * 1.2000000476837158203125;
vec2 dDdx = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625;
vec2 dDdy = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625;
vec2 param = dDdx * _46.uScale.z;
vec2 param_1 = dDdy * _46.uScale.z;
mediump vec2 param = dDdx * _46.uScale.z;
mediump vec2 param_1 = dDdy * _46.uScale.z;
float j = jacobian(param, param_1);
displacement = vec2(0.0);
imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.0));

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@ -8,22 +8,23 @@ struct Foobar
float b;
};
const vec4 _37[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0));
const vec4 _55[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0)));
const Foobar _75[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
const vec4 _40[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0));
const vec4 _57[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0)));
const Foobar _77[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
layout(location = 0) out vec4 FragColor;
layout(location = 0) flat in mediump int index;
vec4 resolve(Foobar f)
{
return vec4(f.a + f.b);
vec4 _25 = vec4(f.a + f.b);
return _25;
}
void main()
{
Foobar param = Foobar(10.0, 20.0);
Foobar param_1 = _75[index];
FragColor = ((_37[index] + _55[index][index + 1]) + resolve(param)) + resolve(param_1);
Foobar param_1 = _77[index];
FragColor = ((_40[index] + _57[index][index + 1]) + resolve(param)) + resolve(param_1);
}

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@ -38,7 +38,7 @@ void main()
{
vec3 Normal = (texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0);
Normal = normalize(Normal);
highp float param = length(EyeVec) / 1000.0;
float param = length(EyeVec) / 1000.0;
vec2 scatter_uv;
scatter_uv.x = saturate(param);
vec3 nEye = normalize(EyeVec);
@ -53,10 +53,10 @@ void main()
Color = mix(dirt, base, vec3(edge));
Color *= Color;
float Roughness = 1.0 - (edge * grass_snow);
highp vec3 param_1 = Color;
highp vec3 param_2 = Normal;
highp float param_3 = Roughness;
highp float param_4 = 0.0;
vec3 param_1 = Color;
vec3 param_2 = Normal;
float param_3 = Roughness;
float param_4 = 0.0;
Resolve(param_1, param_2, param_3, param_4);
}

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@ -80,16 +80,16 @@ void branchy_inout_2(out B b)
void main()
{
vec4 a = vec4(10.0);
highp vec4 param = a;
vec4 param = a;
partial_inout(param);
a = param;
highp vec4 param_1;
vec4 param_1;
complete_inout(param_1);
a = param_1;
highp vec4 param_2 = a;
vec4 param_2 = a;
branchy_inout(param_2);
a = param_2;
highp vec4 param_3;
vec4 param_3;
branchy_inout_2(param_3);
a = param_3;
B b = B(10.0, 20.0);

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@ -15,7 +15,7 @@ vec4 sample_texture(mediump sampler2D tex, vec2 uv)
void main()
{
highp vec2 param = vTex;
vec2 param = vTex;
FragColor = vColor * sample_texture(uTex, param);
}

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@ -30,7 +30,8 @@ mediump vec2 lod_factor(vec2 tess_coord)
mediump float level = mix(x.x, x.y, tess_coord.y);
mediump float floor_level = floor(level);
mediump float fract_level = level - floor_level;
return vec2(floor_level, fract_level);
mediump vec2 _74 = vec2(floor_level, fract_level);
return _74;
}
mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
@ -52,7 +53,7 @@ void main()
vGradNormalTex = vec4(tex + (_31.uInvHeightmapSize * 0.5), tex * _31.uScale.zw);
vec2 param_2 = tex;
vec2 param_3 = off;
vec2 param_4 = lod;
mediump vec2 param_4 = lod;
vec3 height_displacement = sample_height_displacement(param_2, param_3, param_4);
pos += height_displacement.yz;
vWorld = vec3(pos.x, height_displacement.x, pos.y);

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@ -3,14 +3,15 @@
layout(binding = 0, std140) uniform Block
{
layout(row_major) mat2x3 var[3][4];
} _104;
} _106;
layout(location = 0) in vec4 a_position;
layout(location = 0) out mediump float v_vtxResult;
mediump float compare_float(float a, float b)
{
return float(abs(a - b) < 0.0500000007450580596923828125);
mediump float _37 = float(abs(a - b) < 0.0500000007450580596923828125);
return _37;
}
mediump float compare_vec3(vec3 a, vec3 b)
@ -37,7 +38,7 @@ void main()
{
gl_Position = a_position;
mediump float result = 1.0;
mat2x3 param = _104.var[0][0];
mat2x3 param = _106.var[0][0];
mat2x3 param_1 = mat2x3(vec3(2.0, 6.0, -6.0), vec3(0.0, 5.0, 5.0));
result *= compare_mat2x3(param, param_1);
v_vtxResult = result;

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@ -9,12 +9,14 @@ layout(location = 0) out float FragColor;
float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
float _37 = texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
return _37;
}
float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
float _52 = texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
return _52;
}
float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1)

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@ -10,12 +10,14 @@ layout(location = 0) out float FragColor;
float samp2(mediump texture2D t, mediump samplerShadow s)
{
return texture(sampler2DShadow(t, s), vec3(vec3(1.0).xy, vec3(1.0).z));
float _37 = texture(sampler2DShadow(t, s), vec3(vec3(1.0).xy, vec3(1.0).z));
return _37;
}
float samp3(mediump texture2D t, mediump sampler s)
{
return texture(sampler2D(t, s), vec2(1.0)).x;
float _52 = texture(sampler2D(t, s), vec2(1.0)).x;
return _52;
}
float samp(mediump texture2D t, mediump samplerShadow s, mediump sampler s1)

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@ -12,7 +12,8 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_dual(mediump sampler2D SPIRV_Cross_Combinedtexsamp)
{
return texture(SPIRV_Cross_Combinedtexsamp, vTex);
vec4 _38 = texture(SPIRV_Cross_Combinedtexsamp, vTex);
return _38;
}
vec4 sample_duals()

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@ -12,7 +12,8 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_dual(mediump sampler samp, mediump texture2D tex)
{
return texture(sampler2D(tex, samp), vTex);
vec4 _38 = texture(sampler2D(tex, samp), vTex);
return _38;
}
vec4 sample_duals()

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@ -13,28 +13,31 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp[4])
{
return texture(SPIRV_Cross_CombineduTexturesamp[2], uv);
vec4 _46 = texture(SPIRV_Cross_CombineduTexturesamp[2], uv);
return _46;
}
vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp)
{
return texture(SPIRV_Cross_Combinedtexsamp, uv);
vec4 _55 = texture(SPIRV_Cross_Combinedtexsamp, uv);
return _55;
}
vec4 sample_func_dual_array(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp[4])
{
return texture(SPIRV_Cross_Combinedtexsamp[1], uv);
vec4 _66 = texture(SPIRV_Cross_Combinedtexsamp[1], uv);
return _66;
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1));
highp vec2 param = (vTex + off) + off2;
vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler);
highp vec2 param_1 = (vTex + off) + off2;
vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler[1]);
highp vec2 param_2 = (vTex + off) + off2;
vec2 param_2 = (vTex + off) + off2;
vec4 c2 = sample_func_dual_array(param_2, SPIRV_Cross_CombineduTextureuSampler);
vec4 c3 = texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3);
vec4 c4 = texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3);

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@ -14,28 +14,31 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_func(mediump sampler samp, vec2 uv)
{
return texture(sampler2D(uTexture[2], samp), uv);
vec4 _46 = texture(sampler2D(uTexture[2], samp), uv);
return _46;
}
vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
{
return texture(sampler2D(tex, samp), uv);
vec4 _55 = texture(sampler2D(tex, samp), uv);
return _55;
}
vec4 sample_func_dual_array(mediump sampler samp, mediump texture2D tex[4], vec2 uv)
{
return texture(sampler2D(tex[1], samp), uv);
vec4 _66 = texture(sampler2D(tex[1], samp), uv);
return _66;
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1));
highp vec2 param = (vTex + off) + off2;
vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(uSampler, param);
highp vec2 param_1 = (vTex + off) + off2;
vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(uSampler, uTexture[1], param_1);
highp vec2 param_2 = (vTex + off) + off2;
vec2 param_2 = (vTex + off) + off2;
vec4 c2 = sample_func_dual_array(uSampler, uTexture, param_2);
vec4 c3 = texture(sampler2DArray(uTextureArray[3], uSampler), vTex3);
vec4 c4 = texture(samplerCube(uTextureCube[1], uSampler), vTex3);

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@ -13,21 +13,23 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp)
{
return texture(SPIRV_Cross_CombineduTexturesamp, uv);
vec4 _33 = texture(SPIRV_Cross_CombineduTexturesamp, uv);
return _33;
}
vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp)
{
return texture(SPIRV_Cross_Combinedtexsamp, uv);
vec4 _42 = texture(SPIRV_Cross_Combinedtexsamp, uv);
return _42;
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1));
highp vec2 param = (vTex + off) + off2;
vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler);
highp vec2 param_1 = (vTex + off) + off2;
vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler);
vec4 c2 = texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3);
vec4 c3 = texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3);

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@ -14,21 +14,23 @@ layout(location = 0) out vec4 FragColor;
vec4 sample_func(mediump sampler samp, vec2 uv)
{
return texture(sampler2D(uTexture, samp), uv);
vec4 _33 = texture(sampler2D(uTexture, samp), uv);
return _33;
}
vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
{
return texture(sampler2D(tex, samp), uv);
vec4 _42 = texture(sampler2D(tex, samp), uv);
return _42;
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
highp vec2 param = (vTex + off) + off2;
vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(uSampler, param);
highp vec2 param_1 = (vTex + off) + off2;
vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(uSampler, uTexture, param_1);
vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);