SPIRV-Cross/reference/opt/shaders/vert/ground.vert
Hans-Kristian Arntzen 7a6c2da9aa GLSL: Handle more proper semantics for RelaxedPrecision.
GLSL and RelaxedPrecision are quite different in what they affect.
RelaxedPrecision affects operations, while this is merely implied in
GLSL based on inputs.

This leads to situations where we have to promote mediump inputs to
highp, and the simplest approach is to force highp temporaries for
inputs which are consumed in a highp context. For completeness, we also
demote RelaxedPrecision inputs to mediump variables.

PHI is handled by copying the PHI into a temporary.

We have to be very careful with hoisted temporaries, since the child
temporary will not be analyzed up-front. We inherit the hoisted-ness
state and emit the hoisted child temporary as necessary. When faking the
temporaries with OpCopyObject, we make sure to block any variable
hoisting.

Hoisting children of PHI variables is fine, since PHIs are not hoisted with
the same framework as other temporaries.
2022-05-02 15:11:24 +02:00

96 lines
2.8 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 PerPatch
{
PatchData Patches[256];
} _53;
layout(binding = 2, std140) uniform GlobalGround
{
vec4 GroundScale;
vec4 GroundPosition;
vec4 InvGroundSize_PatchScale;
} _156;
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;
} _236;
layout(binding = 1) uniform mediump sampler2D TexLOD;
layout(binding = 0) uniform mediump sampler2D TexHeightmap;
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 vec2 Position;
layout(location = 1) out vec3 EyeVec;
layout(location = 0) out vec2 TexCoord;
void main()
{
float _301 = 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 _303 = floor(_301);
uint _308 = uint(_303);
uvec2 _310 = uvec2(Position);
uvec2 _317 = (uvec2(1u) << uvec2(_308, _308 + 1u)) - uvec2(1u);
uint _384;
if (_310.x < 32u)
{
_384 = _317.x;
}
else
{
_384 = 0u;
}
uint _385;
if (_310.y < 32u)
{
_385 = _317.y;
}
else
{
_385 = 0u;
}
vec4 _345 = vec4((_310 + uvec2(_384, _385)).xyxy & (~_317).xxyy);
vec2 _173 = ((_53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _156.InvGroundSize_PatchScale.zw) + mix(_345.xy, _345.zw, vec2(_301 - _303))) * _156.InvGroundSize_PatchScale.xy;
mediump float _362 = textureLod(TexLOD, _173, 0.0).x * 7.96875;
float hp_copy_362 = _362;
float _364 = floor(hp_copy_362);
vec2 _185 = _156.InvGroundSize_PatchScale.xy * exp2(_364);
vec3 _230 = (vec3(_173.x, mix(textureLod(TexHeightmap, _173 + (_185 * 0.5), _364).x, textureLod(TexHeightmap, _173 + (_185 * 1.0), _364 + 1.0).x, _362 - _364), _173.y) * _156.GroundScale.xyz) + _156.GroundPosition.xyz;
EyeVec = _230 - _236.g_CamPos.xyz;
TexCoord = _173 + (_156.InvGroundSize_PatchScale.xy * 0.5);
gl_Position = (((_236.g_ViewProj_Row0 * _230.x) + (_236.g_ViewProj_Row1 * _230.y)) + (_236.g_ViewProj_Row2 * _230.z)) + _236.g_ViewProj_Row3;
}