SPIRV-Cross/reference/opt/shaders/vert/ocean.vert
Hans-Kristian Arntzen d24f41f1d5 Update dependencies.
2022-09-02 14:58:04 +02:00

120 lines
3.4 KiB
GLSL

#version 310 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif
struct PatchData
{
vec4 Position;
vec4 LODs;
};
layout(binding = 0, std140) uniform Offsets
{
PatchData Patches[256];
} _53;
layout(binding = 4, std140) uniform GlobalOcean
{
vec4 OceanScale;
vec4 OceanPosition;
vec4 InvOceanSize_PatchScale;
vec4 NormalTexCoordScale;
} _180;
layout(binding = 0, std140) uniform GlobalVSData
{
vec4 g_ViewProj_Row0;
vec4 g_ViewProj_Row1;
vec4 g_ViewProj_Row2;
vec4 g_ViewProj_Row3;
vec4 g_CamPos;
vec4 g_CamRight;
vec4 g_CamUp;
vec4 g_CamFront;
vec4 g_SunDir;
vec4 g_SunColor;
vec4 g_TimeParams;
vec4 g_ResolutionParams;
vec4 g_CamAxisRight;
vec4 g_FogColor_Distance;
vec4 g_ShadowVP_Row0;
vec4 g_ShadowVP_Row1;
vec4 g_ShadowVP_Row2;
vec4 g_ShadowVP_Row3;
} _273;
layout(binding = 1) uniform mediump sampler2D TexLOD;
layout(binding = 0) uniform mediump sampler2D TexDisplacement;
layout(location = 1) in vec4 LODWeights;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
layout(location = 0) in vec4 Position;
layout(location = 0) out vec3 EyeVec;
layout(location = 1) out vec4 TexCoord;
void main()
{
float _351 = all(equal(LODWeights, vec4(0.0))) ? _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w : dot(LODWeights, _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs);
float _353 = floor(_351);
uint _358 = uint(_353);
uvec4 _360 = uvec4(Position);
uvec2 _367 = (uvec2(1u) << uvec2(_358, _358 + 1u)) - uvec2(1u);
bool _370 = _360.x < 32u;
uint _467;
if (_370)
{
_467 = _367.x;
}
else
{
_467 = 0u;
}
bool _380 = _360.y < 32u;
uint _470;
if (_380)
{
_470 = _367.x;
}
else
{
_470 = 0u;
}
uint _472;
if (_370)
{
_472 = _367.y;
}
else
{
_472 = 0u;
}
uint _474;
if (_380)
{
_474 = _367.y;
}
else
{
_474 = 0u;
}
vec4 _416 = vec4((_360.xyxy + uvec4(_467, _470, _472, _474)) & (~_367).xxyy);
vec2 _197 = (_53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _180.InvOceanSize_PatchScale.zw + mix(_416.xy, _416.zw, vec2(_351 - _353))) * _180.InvOceanSize_PatchScale.xy;
vec2 _204 = _197 * _180.NormalTexCoordScale.zw;
mediump vec4 _431 = textureLod(TexLOD, _197, 0.0);
mediump float _432 = _431.x;
mediump float _433 = _432 * 7.96875;
float hp_copy_433 = _433;
float _435 = floor(hp_copy_433);
vec2 _220 = (_180.InvOceanSize_PatchScale.xy * exp2(_435)) * _180.NormalTexCoordScale.zw;
vec3 _267 = (vec3(_197.x, 0.0, _197.y) + mix(textureLod(TexDisplacement, _197 * _180.NormalTexCoordScale.zw + (_220 * 0.5), _435).yxz, textureLod(TexDisplacement, _197 * _180.NormalTexCoordScale.zw + (_220 * 1.0), _435 + 1.0).yxz, vec3(_432 * 7.96875 + (-_435)))) * _180.OceanScale.xyz + _180.OceanPosition.xyz;
EyeVec = _267 - _273.g_CamPos.xyz;
TexCoord = (_180.InvOceanSize_PatchScale.xyxy * 0.5) * _180.NormalTexCoordScale.zwzw + vec4(_204, _204 * _180.NormalTexCoordScale.xy);
gl_Position = (((_273.g_ViewProj_Row0 * _267.x) + (_273.g_ViewProj_Row1 * _267.y)) + (_273.g_ViewProj_Row2 * _267.z)) + _273.g_ViewProj_Row3;
}