GLSL: Support NV barycentrics.
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19
reference/opt/shaders/frag/barycentric-nv.frag
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19
reference/opt/shaders/frag/barycentric-nv.frag
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#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(binding = 0, std430) readonly buffer Vertices
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{
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vec2 uvs[];
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} _19;
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layout(location = 0) out vec2 value;
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void main()
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{
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int _23 = 3 * gl_PrimitiveID;
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int _32 = _23 + 1;
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int _39 = _23 + 2;
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value = ((_19.uvs[_23] * gl_BaryCoordNV.x) + (_19.uvs[_32] * gl_BaryCoordNV.y)) + (_19.uvs[_39] * gl_BaryCoordNV.z);
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value += (((_19.uvs[_23] * gl_BaryCoordNoPerspNV.x) + (_19.uvs[_32] * gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_39] * gl_BaryCoordNoPerspNV.z));
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}
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20
reference/shaders/frag/barycentric-nv.frag
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20
reference/shaders/frag/barycentric-nv.frag
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#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(binding = 0, std430) readonly buffer Vertices
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{
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vec2 uvs[];
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} _19;
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layout(location = 0) out vec2 value;
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void main()
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{
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int prim = gl_PrimitiveID;
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vec2 uv0 = _19.uvs[(3 * prim) + 0];
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vec2 uv1 = _19.uvs[(3 * prim) + 1];
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vec2 uv2 = _19.uvs[(3 * prim) + 2];
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value = ((uv0 * gl_BaryCoordNV.x) + (uv1 * gl_BaryCoordNV.y)) + (uv2 * gl_BaryCoordNV.z);
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value += (((uv0 * gl_BaryCoordNoPerspNV.x) + (uv1 * gl_BaryCoordNoPerspNV.y)) + (uv2 * gl_BaryCoordNoPerspNV.z));
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}
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18
shaders/frag/barycentric-nv.frag
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18
shaders/frag/barycentric-nv.frag
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#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(location = 0) out vec2 value;
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layout(set = 0, binding = 0) readonly buffer Vertices
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{
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vec2 uvs[];
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};
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void main () {
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int prim = gl_PrimitiveID;
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vec2 uv0 = uvs[3 * prim + 0];
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vec2 uv1 = uvs[3 * prim + 1];
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vec2 uv2 = uvs[3 * prim + 2];
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value = gl_BaryCoordNV.x * uv0 + gl_BaryCoordNV.y * uv1 + gl_BaryCoordNV.z * uv2;
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value += gl_BaryCoordNoPerspNV.x * uv0 + gl_BaryCoordNoPerspNV.y * uv1 + gl_BaryCoordNoPerspNV.z * uv2;
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}
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@ -6156,6 +6156,26 @@ string CompilerGLSL::builtin_to_glsl(BuiltIn builtin, StorageClass storage)
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case BuiltInIncomingRayFlagsNV:
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return "gl_IncomingRayFlagsNV";
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case BuiltInBaryCoordNV:
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{
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if (options.es && options.version < 320)
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SPIRV_CROSS_THROW("gl_BaryCoordNV requires ESSL 320.");
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else if (!options.es && options.version < 450)
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SPIRV_CROSS_THROW("gl_BaryCoordNV requires GLSL 450.");
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require_extension_internal("GL_NV_fragment_shader_barycentric");
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return "gl_BaryCoordNV";
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}
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case BuiltInBaryCoordNoPerspNV:
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{
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if (options.es && options.version < 320)
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SPIRV_CROSS_THROW("gl_BaryCoordNoPerspNV requires ESSL 320.");
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else if (!options.es && options.version < 450)
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SPIRV_CROSS_THROW("gl_BaryCoordNoPerspNV requires GLSL 450.");
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require_extension_internal("GL_NV_fragment_shader_barycentric");
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return "gl_BaryCoordNoPerspNV";
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}
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case BuiltInFragStencilRefEXT:
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{
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if (!options.es)
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