Merge branch 'deps' of git://github.com/dj2/SPIRV-Cross
This commit is contained in:
commit
b56c2f4271
@ -1,7 +1,7 @@
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#!/bin/bash
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GLSLANG_REV=4b5159ea8170fa34e29f13448fddebf88e0a722a
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SPIRV_TOOLS_REV=bbb29870b510f83f99994358179c9ea6838c3100
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GLSLANG_REV=5d0e01d9e7f9fae7609843d00f9fc5f41c3ddfdd
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SPIRV_TOOLS_REV=e0d5544c9864e1b6852c4ab949892898b2866c3e
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SPIRV_HEADERS_REV=601d738723ac381741311c6c98c36d6170be14a2
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if [ -z $PROTOCOL ]; then
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@ -261,12 +261,6 @@ struct main0_in
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float4 in_var_TEXCOORD0_0 [[user(locn4)]];
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};
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static inline __attribute__((always_inline))
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void _353()
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{
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discard_fragment();
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}
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fragment main0_out main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_PrimitiveDither& PrimitiveDither [[buffer(1)]], constant type_PrimitiveFade& PrimitiveFade [[buffer(2)]], constant type_Material& Material [[buffer(3)]], texture2d<float> Material_Texture2D_0 [[texture(0)]], texture2d<float> Material_Texture2D_3 [[texture(1)]], sampler Material_Texture2D_0Sampler [[sampler(0)]], sampler Material_Texture2D_3Sampler [[sampler(1)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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@ -340,13 +334,13 @@ fragment main0_out main0(main0_in in [[stage_in]], constant type_View& View [[bu
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float _317 = fract(cos(dot(floor(gl_FragCoord.xy), float2(347.834503173828125, 3343.28369140625))) * 1000.0);
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if ((float((PrimitiveDither.PrimitiveDither_LODFactor < 0.0) ? ((PrimitiveDither.PrimitiveDither_LODFactor + 1.0) > _317) : (PrimitiveDither.PrimitiveDither_LODFactor < _317)) - 0.001000000047497451305389404296875) < 0.0)
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{
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_353();
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discard_fragment();
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}
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}
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}
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if ((((_218.z + ((fast::min(fast::max(1.0 - (_218.x * Material.Material_ScalarExpressions[2].y), 0.0), 1.0) + ((_237 + (_242.x * Material.Material_ScalarExpressions[2].z)) * 0.16666667163372039794921875)) + (-0.5))) * ((fast::clamp((View.View_RealTime * PrimitiveFade.PrimitiveFade_FadeTimeScaleBias.x) + PrimitiveFade.PrimitiveFade_FadeTimeScaleBias.y, 0.0, 1.0) + ((_237 + _254.x) * 0.16666667163372039794921875)) + (-0.5))) - 0.33329999446868896484375) < 0.0)
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{
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_353();
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discard_fragment();
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}
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float2 _351 = ((((in.in_var_TEXCOORD6.xy / float2(in.in_var_TEXCOORD6.w)) - View.View_TemporalAAJitter.xy) - ((in.in_var_TEXCOORD7.xy / float2(in.in_var_TEXCOORD7.w)) - View.View_TemporalAAJitter.zw)) * float2(0.2495000064373016357421875)) + float2(0.49999237060546875);
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out.gl_FragDepth = fast::min(_140.z / (_140.w + (sqrt(dot(_272, _272)) / (fast::max(sqrt(dot(_276, _276)) / sqrt(dot(_279, _279)), sqrt(dot(_284, _284)) / sqrt(dot(_287, _287))) / abs(dot(float3x3(View.View_ViewToTranslatedWorld[0].xyz, View.View_ViewToTranslatedWorld[1].xyz, View.View_ViewToTranslatedWorld[2].xyz) * float3(0.0, 0.0, 1.0), _151))))), gl_FragCoord.z);
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@ -180,7 +180,7 @@ fragment main0_out main0(main0_in in [[stage_in]], constant type_Globals& _Globa
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float _665 = _633 + (((-_660.y) * _Globals.WhiteTint) * 0.0500000007450580596923828125);
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float _669 = _644 + ((_660.x * _Globals.WhiteTint) * 0.0500000007450580596923828125);
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float _674 = ((2.0 * _665) - (8.0 * _669)) + 4.0;
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float2 _680 = select(float2(_616, ((((-3.0) * _616) * _616) + (2.86999988555908203125 * _616)) - 0.2750000059604644775390625), _653, bool2(_Globals.WhiteTemp < 4000.0)) + (float2((3.0 * _665) / _674, (2.0 * _669) / _674) - _653);
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float2 _680 = select(float2(_616, (_616 * (((-3.0) * _616) + 2.86999988555908203125)) - 0.2750000059604644775390625), _653, bool2(_Globals.WhiteTemp < 4000.0)) + (float2((3.0 * _665) / _674, (2.0 * _669) / _674) - _653);
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float _681 = _680.x;
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float _682 = _680.y;
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float _683 = fast::max(_682, 1.0000000133514319600180897396058e-10);
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@ -102,7 +102,7 @@ constant spvUnsafeArray<float, 10> _506 = spvUnsafeArray<float, 10>({ -2.3010299
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constant spvUnsafeArray<float, 10> _507 = spvUnsafeArray<float, 10>({ 0.801995217800140380859375, 1.19800484180450439453125, 1.5943000316619873046875, 1.99730002880096435546875, 2.3782999515533447265625, 2.7683999538421630859375, 3.0515000820159912109375, 3.2746293544769287109375, 3.32743072509765625, 3.32743072509765625 });
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constant float3 _523 = {};
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constant float3 _3123 = {};
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constant float3 _3124 = {};
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struct main0_out
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{
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@ -182,7 +182,7 @@ fragment main0_out main0(main0_in in [[stage_in]], constant type_Globals& _Globa
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float _691 = _659 + (((-_686.y) * _Globals.WhiteTint) * 0.0500000007450580596923828125);
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float _695 = _670 + ((_686.x * _Globals.WhiteTint) * 0.0500000007450580596923828125);
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float _700 = ((2.0 * _691) - (8.0 * _695)) + 4.0;
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float2 _706 = select(float2(_642, ((((-3.0) * _642) * _642) + (2.86999988555908203125 * _642)) - 0.2750000059604644775390625), _679, bool2(_Globals.WhiteTemp < 4000.0)) + (float2((3.0 * _691) / _700, (2.0 * _695) / _700) - _679);
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float2 _706 = select(float2(_642, (_642 * (((-3.0) * _642) + 2.86999988555908203125)) - 0.2750000059604644775390625), _679, bool2(_Globals.WhiteTemp < 4000.0)) + (float2((3.0 * _691) / _700, (2.0 * _695) / _700) - _679);
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float _707 = _706.x;
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float _708 = _706.y;
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float _709 = fast::max(_708, 1.0000000133514319600180897396058e-10);
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@ -327,7 +327,7 @@ fragment main0_out main0(main0_in in [[stage_in]], constant type_Globals& _Globa
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float3 _1215;
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if (_Globals.ColorShadow_Tint2.w == 0.0)
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{
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float3 _1157 = _3123;
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float3 _1157 = _3124;
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_1157.x = dot(_932, _Globals.ColorMatrixR_ColorCurveCd1.xyz);
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float3 _1162 = _1157;
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_1162.y = dot(_932, _Globals.ColorMatrixG_ColorCurveCd3Cm3.xyz);
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@ -261,12 +261,6 @@ struct main0_in
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float4 in_var_TEXCOORD0_0 [[user(locn4)]];
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};
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static inline __attribute__((always_inline))
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void _353()
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{
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discard_fragment();
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}
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fragment main0_out main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_PrimitiveDither& PrimitiveDither [[buffer(1)]], constant type_PrimitiveFade& PrimitiveFade [[buffer(2)]], constant type_Material& Material [[buffer(3)]], texture2d<float> Material_Texture2D_0 [[texture(0)]], texture2d<float> Material_Texture2D_3 [[texture(1)]], sampler Material_Texture2D_0Sampler [[sampler(0)]], sampler Material_Texture2D_3Sampler [[sampler(1)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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@ -340,13 +334,13 @@ fragment main0_out main0(main0_in in [[stage_in]], constant type_View& View [[bu
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float _317 = fract(cos(dot(floor(gl_FragCoord.xy), float2(347.834503173828125, 3343.28369140625))) * 1000.0);
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if ((float((PrimitiveDither.PrimitiveDither_LODFactor < 0.0) ? ((PrimitiveDither.PrimitiveDither_LODFactor + 1.0) > _317) : (PrimitiveDither.PrimitiveDither_LODFactor < _317)) - 0.001000000047497451305389404296875) < 0.0)
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{
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_353();
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discard_fragment();
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}
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}
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}
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if ((((_218.z + ((fast::min(fast::max(1.0 - (_218.x * Material.Material_ScalarExpressions[2].y), 0.0), 1.0) + ((_237 + (_242.x * Material.Material_ScalarExpressions[2].z)) * 0.16666667163372039794921875)) + (-0.5))) * ((fast::clamp((View.View_RealTime * PrimitiveFade.PrimitiveFade_FadeTimeScaleBias.x) + PrimitiveFade.PrimitiveFade_FadeTimeScaleBias.y, 0.0, 1.0) + ((_237 + _254.x) * 0.16666667163372039794921875)) + (-0.5))) - 0.33329999446868896484375) < 0.0)
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{
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_353();
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discard_fragment();
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}
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float2 _351 = ((((in.in_var_TEXCOORD6.xy / float2(in.in_var_TEXCOORD6.w)) - View.View_TemporalAAJitter.xy) - ((in.in_var_TEXCOORD7.xy / float2(in.in_var_TEXCOORD7.w)) - View.View_TemporalAAJitter.zw)) * float2(0.2495000064373016357421875)) + float2(0.49999237060546875);
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out.gl_FragDepth = fast::min(_140.z / (_140.w + (sqrt(dot(_272, _272)) / (fast::max(sqrt(dot(_276, _276)) / sqrt(dot(_279, _279)), sqrt(dot(_284, _284)) / sqrt(dot(_287, _287))) / abs(dot(float3x3(View.View_ViewToTranslatedWorld[0].xyz, View.View_ViewToTranslatedWorld[1].xyz, View.View_ViewToTranslatedWorld[2].xyz) * float3(0.0, 0.0, 1.0), _151))))), gl_FragCoord.z);
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@ -263,7 +263,7 @@ struct type_StructuredBuffer_v4float
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float4 _m0[1];
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};
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constant float4 _600 = {};
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constant float4 _602 = {};
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struct main0_out
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{
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@ -328,7 +328,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
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float4 _328 = float4(param_var_I[_313].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _336 = float4(param_var_I[_315].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _344 = float4(param_var_I[_316].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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spvUnsafeArray<float4, 3> _392 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_313].Position) - (float4(dot(param_var_I[_313].Position - param_var_I[gl_InvocationID].Position, _301)) * _301)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_315].Position) + param_var_I[_316].Position) - (float4(dot(param_var_I[_316].Position - param_var_I[_315].Position, _336)) * _336)) * float4(0.3333333432674407958984375))) * float4(0.5), (((((float4(2.0) * param_var_I[_313].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_313].Position, _328)) * _328)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_316].Position) + param_var_I[_315].Position) - (float4(dot(param_var_I[_315].Position - param_var_I[_316].Position, _344)) * _344)) * float4(0.3333333432674407958984375))) * float4(0.5) });
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spvUnsafeArray<float4, 3> _392 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, ((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_313].Position) - (float4(dot(param_var_I[_313].Position - param_var_I[gl_InvocationID].Position, _301)) * _301)) + (((float4(2.0) * param_var_I[_315].Position) + param_var_I[_316].Position) - (float4(dot(param_var_I[_316].Position - param_var_I[_315].Position, _336)) * _336))) * float4(0.16666667163372039794921875), ((((float4(2.0) * param_var_I[_313].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_313].Position, _328)) * _328)) + (((float4(2.0) * param_var_I[_316].Position) + param_var_I[_315].Position) - (float4(dot(param_var_I[_315].Position - param_var_I[_316].Position, _344)) * _344))) * float4(0.16666667163372039794921875) });
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gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0;
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gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2;
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gl_out[gl_InvocationID].out_var_COLOR0 = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.Color;
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@ -346,7 +346,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
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if (gl_InvocationID == 0u)
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{
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float4 _450 = (((((temp_var_hullMainRetVal[0u].WorldPosition[1] + temp_var_hullMainRetVal[0u].WorldPosition[2]) + temp_var_hullMainRetVal[1u].WorldPosition[1]) + temp_var_hullMainRetVal[1u].WorldPosition[2]) + temp_var_hullMainRetVal[2u].WorldPosition[1]) + temp_var_hullMainRetVal[2u].WorldPosition[2]) * float4(0.16666667163372039794921875);
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float4 _463 = _600;
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float4 _463 = _602;
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_463.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier);
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float4 _469 = _463;
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_469.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier);
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@ -304,7 +304,7 @@ struct type_Primitive
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float4 Primitive_CustomPrimitiveData[4];
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};
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constant float4 _611 = {};
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constant float4 _613 = {};
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struct main0_out
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{
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@ -391,7 +391,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
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float4 _336 = float4(param_var_I[_254].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _344 = float4(param_var_I[_256].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _352 = float4(param_var_I[_257].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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spvUnsafeArray<float4, 3> _402 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_254].Position) - (float4(dot(param_var_I[_254].Position - param_var_I[gl_InvocationID].Position, _247)) * _247)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_256].Position) + param_var_I[_257].Position) - (float4(dot(param_var_I[_257].Position - param_var_I[_256].Position, _344)) * _344)) * float4(0.3333333432674407958984375))) * float4(0.5), (((((float4(2.0) * param_var_I[_254].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_254].Position, _336)) * _336)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_257].Position) + param_var_I[_256].Position) - (float4(dot(param_var_I[_256].Position - param_var_I[_257].Position, _352)) * _352)) * float4(0.3333333432674407958984375))) * float4(0.5) });
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spvUnsafeArray<float4, 3> _402 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, ((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_254].Position) - (float4(dot(param_var_I[_254].Position - param_var_I[gl_InvocationID].Position, _247)) * _247)) + (((float4(2.0) * param_var_I[_256].Position) + param_var_I[_257].Position) - (float4(dot(param_var_I[_257].Position - param_var_I[_256].Position, _344)) * _344))) * float4(0.16666667163372039794921875), ((((float4(2.0) * param_var_I[_254].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_254].Position, _336)) * _336)) + (((float4(2.0) * param_var_I[_257].Position) + param_var_I[_256].Position) - (float4(dot(param_var_I[_256].Position - param_var_I[_257].Position, _352)) * _352))) * float4(0.16666667163372039794921875) });
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gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0;
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gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2;
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gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position;
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@ -414,7 +414,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
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if (gl_InvocationID == 0u)
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{
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float4 _461 = (((((temp_var_hullMainRetVal[0u].WorldPosition[1] + temp_var_hullMainRetVal[0u].WorldPosition[2]) + temp_var_hullMainRetVal[1u].WorldPosition[1]) + temp_var_hullMainRetVal[1u].WorldPosition[2]) + temp_var_hullMainRetVal[2u].WorldPosition[1]) + temp_var_hullMainRetVal[2u].WorldPosition[2]) * float4(0.16666667163372039794921875);
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float4 _474 = _611;
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float4 _474 = _613;
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_474.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier);
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float4 _480 = _474;
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_480.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier);
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@ -286,7 +286,7 @@ struct type_Primitive
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float4 Primitive_CustomPrimitiveData[4];
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};
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constant float4 _535 = {};
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constant float4 _537 = {};
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struct main0_out
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{
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@ -343,7 +343,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
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float4 _269 = float4(param_var_I[_254].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _277 = float4(param_var_I[_256].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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float4 _285 = float4(param_var_I[_257].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0);
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spvUnsafeArray<float4, 3> _333 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_254].Position) - (float4(dot(param_var_I[_254].Position - param_var_I[gl_InvocationID].Position, _247)) * _247)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_256].Position) + param_var_I[_257].Position) - (float4(dot(param_var_I[_257].Position - param_var_I[_256].Position, _277)) * _277)) * float4(0.3333333432674407958984375))) * float4(0.5), (((((float4(2.0) * param_var_I[_254].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_254].Position, _269)) * _269)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_257].Position) + param_var_I[_256].Position) - (float4(dot(param_var_I[_256].Position - param_var_I[_257].Position, _285)) * _285)) * float4(0.3333333432674407958984375))) * float4(0.5) });
|
||||
spvUnsafeArray<float4, 3> _333 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, ((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_254].Position) - (float4(dot(param_var_I[_254].Position - param_var_I[gl_InvocationID].Position, _247)) * _247)) + (((float4(2.0) * param_var_I[_256].Position) + param_var_I[_257].Position) - (float4(dot(param_var_I[_257].Position - param_var_I[_256].Position, _277)) * _277))) * float4(0.16666667163372039794921875), ((((float4(2.0) * param_var_I[_254].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_254].Position, _269)) * _269)) + (((float4(2.0) * param_var_I[_257].Position) + param_var_I[_256].Position) - (float4(dot(param_var_I[_256].Position - param_var_I[_257].Position, _285)) * _285))) * float4(0.16666667163372039794921875) });
|
||||
gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0;
|
||||
gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2;
|
||||
gl_out[gl_InvocationID].out_var_COLOR0 = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.Color;
|
||||
@ -358,7 +358,7 @@ kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)
|
||||
if (gl_InvocationID == 0u)
|
||||
{
|
||||
float4 _385 = (((((temp_var_hullMainRetVal[0u].WorldPosition[1] + temp_var_hullMainRetVal[0u].WorldPosition[2]) + temp_var_hullMainRetVal[1u].WorldPosition[1]) + temp_var_hullMainRetVal[1u].WorldPosition[2]) + temp_var_hullMainRetVal[2u].WorldPosition[1]) + temp_var_hullMainRetVal[2u].WorldPosition[2]) * float4(0.16666667163372039794921875);
|
||||
float4 _398 = _535;
|
||||
float4 _398 = _537;
|
||||
_398.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier);
|
||||
float4 _404 = _398;
|
||||
_404.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier);
|
||||
|
@ -7,10 +7,9 @@ layout(location = 0) out vec4 b;
|
||||
void main()
|
||||
{
|
||||
vec4 _28 = (_ + a) + _;
|
||||
vec4 _34 = (_ - a) + a;
|
||||
b = _28;
|
||||
b = _34;
|
||||
b = _;
|
||||
b = _28;
|
||||
b = _34;
|
||||
b = _;
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ struct SSBO2
|
||||
|
||||
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
|
||||
|
||||
kernel void main0(const device SSBO& _24 [[buffer(0)]], device SSBO2& _177 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
|
||||
kernel void main0(const device SSBO& _24 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
|
||||
{
|
||||
uint ident = gl_GlobalInvocationID.x;
|
||||
float4 idat = _24.in_data[ident];
|
||||
@ -87,25 +87,5 @@ kernel void main0(const device SSBO& _24 [[buffer(0)]], device SSBO2& _177 [[buf
|
||||
k += 10;
|
||||
continue;
|
||||
}
|
||||
k = 0;
|
||||
do
|
||||
{
|
||||
k++;
|
||||
} while (k > 10);
|
||||
int l = 0;
|
||||
for (;;)
|
||||
{
|
||||
if (l == 5)
|
||||
{
|
||||
int _172 = l;
|
||||
l = _172 + 1;
|
||||
continue;
|
||||
}
|
||||
idat += float4(1.0);
|
||||
int _172 = l;
|
||||
l = _172 + 1;
|
||||
continue;
|
||||
}
|
||||
_177.out_data[ident] = idat;
|
||||
}
|
||||
|
||||
|
@ -25,7 +25,8 @@ kernel void main0(device SSBO2& _27 [[buffer(0)]], uint3 gl_GlobalInvocationID [
|
||||
return;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < 20; i++)
|
||||
int i = 0;
|
||||
while (i < 20)
|
||||
{
|
||||
if (i == 10)
|
||||
{
|
||||
|
@ -27,8 +27,6 @@ struct VertexConstantsBuffer
|
||||
float4 vc[16];
|
||||
};
|
||||
|
||||
constant float4 _295 = {};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 tc0 [[user(locn0)]];
|
||||
|
@ -40,11 +40,11 @@ vertex main0_out main0(main0_in in [[stage_in]], constant _15& _17 [[buffer(0)]]
|
||||
main0_out out = {};
|
||||
float3 _91;
|
||||
float3 _13;
|
||||
do
|
||||
for (;;)
|
||||
{
|
||||
_13 = normalize(float4(in.m_25.xyz, 0.0) * _17._m1);
|
||||
break;
|
||||
} while (false);
|
||||
}
|
||||
float4 _39 = _44._m0 * float4(float3(_44._m3) + (in.m_25.xyz * (_44._m6 + _44._m7)), 1.0);
|
||||
out.m_72 = _13;
|
||||
float4 _74 = _39;
|
||||
|
@ -7,11 +7,6 @@ layout(binding = 0, std430) readonly buffer SSBO
|
||||
vec4 in_data[];
|
||||
} _24;
|
||||
|
||||
layout(binding = 1, std430) writeonly buffer SSBO2
|
||||
{
|
||||
vec4 out_data[];
|
||||
} _177;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint ident = gl_GlobalInvocationID.x;
|
||||
@ -83,25 +78,5 @@ void main()
|
||||
k += 10;
|
||||
continue;
|
||||
}
|
||||
k = 0;
|
||||
do
|
||||
{
|
||||
k++;
|
||||
} while (k > 10);
|
||||
int l = 0;
|
||||
for (;;)
|
||||
{
|
||||
if (l == 5)
|
||||
{
|
||||
int _172 = l;
|
||||
l = _172 + 1;
|
||||
continue;
|
||||
}
|
||||
idat += vec4(1.0);
|
||||
int _172 = l;
|
||||
l = _172 + 1;
|
||||
continue;
|
||||
}
|
||||
_177.out_data[ident] = idat;
|
||||
}
|
||||
|
||||
|
@ -21,7 +21,8 @@ void main()
|
||||
return;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < 20; i++)
|
||||
int i = 0;
|
||||
while (i < 20)
|
||||
{
|
||||
if (i == 10)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user