fdbc80d131
Need to invert it, SM 4.0+ uses W, not 1/W (like Vulkan/GL).
39 lines
981 B
GLSL
39 lines
981 B
GLSL
RWByteAddressBuffer _34 : register(u0);
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Texture2D<int4> Buf : register(t1);
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SamplerState _Buf_sampler : register(s1);
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static float4 gl_FragCoord;
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static int vIn;
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static int vIn2;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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nointerpolation int vIn : TEXCOORD0;
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nointerpolation int vIn2 : TEXCOORD1;
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float4 gl_FragCoord : SV_Position;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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int _40 = Buf.Load(int3(int2(gl_FragCoord.xy), 0)).x % 16;
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FragColor = (asfloat(_34.Load4(_40 * 16 + 0)) + asfloat(_34.Load4(_40 * 16 + 0))) + asfloat(_34.Load4(((vIn * vIn) + (vIn2 * vIn2)) * 16 + 0));
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_FragCoord = stage_input.gl_FragCoord;
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gl_FragCoord.w = 1.0 / gl_FragCoord.w;
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vIn = stage_input.vIn;
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vIn2 = stage_input.vIn2;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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