64 lines
1.8 KiB
GLSL
64 lines
1.8 KiB
GLSL
#version 450
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#if defined(GL_EXT_control_flow_attributes)
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#extension GL_EXT_control_flow_attributes : require
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#define SPIRV_CROSS_FLATTEN [[flatten]]
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#define SPIRV_CROSS_BRANCH [[dont_flatten]]
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#define SPIRV_CROSS_UNROLL [[unroll]]
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#define SPIRV_CROSS_LOOP [[dont_unroll]]
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#else
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#define SPIRV_CROSS_FLATTEN
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#define SPIRV_CROSS_BRANCH
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#define SPIRV_CROSS_UNROLL
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#define SPIRV_CROSS_LOOP
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#endif
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layout(binding = 0, std140) uniform Foo
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{
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layout(row_major) mat4 lightVP[64];
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uint shadowCascadesNum;
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int test;
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} _11;
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layout(location = 0) in vec3 fragWorld;
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layout(location = 0) out int _entryPointOutput;
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mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
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mat4 GetClip2TexMatrix()
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{
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if (_11.test == 0)
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{
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return mat4(vec4(0.5, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 0.0, 0.0), vec4(0.0, 0.0, 0.5, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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}
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return mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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}
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int GetCascade(vec3 fragWorldPosition)
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{
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SPIRV_CROSS_UNROLL
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for (uint cascadeIndex = 0u; cascadeIndex < _11.shadowCascadesNum; cascadeIndex++)
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{
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mat4 worldToShadowMap = GetClip2TexMatrix() * spvWorkaroundRowMajor(_11.lightVP[cascadeIndex]);
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vec4 fragShadowMapPos = worldToShadowMap * vec4(fragWorldPosition, 1.0);
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if ((((fragShadowMapPos.z >= 0.0) && (fragShadowMapPos.z <= 1.0)) && (max(fragShadowMapPos.x, fragShadowMapPos.y) <= 1.0)) && (min(fragShadowMapPos.x, fragShadowMapPos.y) >= 0.0))
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{
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return int(cascadeIndex);
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}
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}
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return -1;
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}
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int _main(vec3 fragWorld_1)
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{
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vec3 param = fragWorld_1;
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return GetCascade(param);
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}
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void main()
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{
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vec3 fragWorld_1 = fragWorld;
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vec3 param = fragWorld_1;
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_entryPointOutput = _main(param);
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}
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