SPIRV-Cross/reference/shaders/legacy/vert/transpose.legacy.vert
rdb 20981666cc GLSL: Legacy matrix inverse/determinant polyfills, outerProduct()
Also refactors polyfill mechanism in GLSL and fixes transpose() lowering precision.
2023-01-27 13:51:47 +01:00

61 lines
2.3 KiB
GLSL

#version 100
struct Buffer
{
mat4 MVPRowMajor;
mat4 MVPColMajor;
mat4 M;
mediump mat4 MRelaxed;
};
uniform Buffer _13;
attribute vec4 Position;
varying mat4 OutputMat1;
varying mat4 OutputMat2;
varying mat4 OutputMat3;
varying mat4 OutputMat4;
varying mat4 OutputMat5;
varying mat4 OutputMat6;
varying mediump mat4 OutputMat7;
varying mediump mat4 OutputMat8;
highp mat4 spvWorkaroundRowMajor(highp mat4 wrap) { return wrap; }
mediump mat4 spvWorkaroundRowMajorMP(mediump mat4 wrap) { return wrap; }
highp mat4 spvTranspose(highp mat4 m)
{
return mat4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]);
}
mediump mat4 spvTransposeMP(mediump mat4 m)
{
return mat4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]);
}
void main()
{
vec4 c0 = spvWorkaroundRowMajor(_13.M) * (Position * _13.MVPRowMajor);
vec4 c1 = spvWorkaroundRowMajor(_13.M) * (spvWorkaroundRowMajor(_13.MVPColMajor) * Position);
vec4 c2 = spvWorkaroundRowMajor(_13.M) * (_13.MVPRowMajor * Position);
vec4 c3 = spvWorkaroundRowMajor(_13.M) * (Position * spvWorkaroundRowMajor(_13.MVPColMajor));
vec4 c4 = _13.MVPRowMajor * Position;
vec4 c5 = Position * spvWorkaroundRowMajor(_13.MVPColMajor);
vec4 c6 = Position * _13.MVPRowMajor;
vec4 c7 = spvWorkaroundRowMajor(_13.MVPColMajor) * Position;
vec4 c8 = Position * (_13.MVPRowMajor * 2.0);
vec4 c9 = Position * (spvWorkaroundRowMajor(_13.MVPColMajor) * 2.0);
vec4 c10 = (_13.MVPRowMajor * 2.0) * Position;
vec4 c11 = (spvWorkaroundRowMajor(_13.MVPColMajor) * 2.0) * Position;
OutputMat1 = spvTranspose(_13.MVPRowMajor);
OutputMat2 = spvWorkaroundRowMajor(_13.MVPColMajor);
OutputMat3 = _13.MVPRowMajor;
OutputMat4 = spvTranspose(spvWorkaroundRowMajor(_13.MVPColMajor));
OutputMat5 = spvTranspose(spvWorkaroundRowMajor(_13.M));
OutputMat6 = spvTransposeMP(spvWorkaroundRowMajor(_13.MRelaxed));
OutputMat7 = spvTranspose(spvWorkaroundRowMajor(_13.M));
OutputMat8 = spvTransposeMP(spvWorkaroundRowMajor(_13.MRelaxed));
gl_Position = ((((((((((c0 + c1) + c2) + c3) + c4) + c5) + c6) + c7) + c8) + c9) + c10) + c11;
}