SPIRV-Cross/reference/shaders/comp/generate_height.comp
Hans-Kristian Arntzen e67f6f85a4 Defer parenthesis generation until needed.
Previously, we would generate parentheses proactively when generating
binary ops, however, this leads to uglier code and hits warnings in
compilers when used as a conditional.
2016-12-05 10:56:54 +01:00

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#version 310 es
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer Distribution
{
vec2 distribution[];
} _190;
layout(binding = 2, std140) uniform UBO
{
vec4 uModTime;
} _218;
layout(binding = 1, std430) buffer HeightmapFFT
{
uint heights[];
} _276;
uvec2 workaround_mix(uvec2 a, uvec2 b, bvec2 sel)
{
uint _137;
if (sel.x)
{
_137 = b.x;
}
else
{
_137 = a.x;
}
uint _147 = _137;
uint _148;
if (sel.y)
{
_148 = b.y;
}
else
{
_148 = a.y;
}
return uvec2(_147, _148);
}
vec2 alias(vec2 i, vec2 N)
{
return mix(i, i - N, greaterThan(i, N * 0.5));
}
vec2 cmul(vec2 a, vec2 b)
{
vec2 r3 = a.yx;
vec2 r1 = b.xx;
vec2 R0 = a * r1;
vec2 r2 = b.yy;
vec2 R1 = r2 * r3;
return R0 + vec2(-R1.x, R1.y);
}
uint pack2(vec2 v)
{
return packHalf2x16(v);
}
void generate_heightmap()
{
uvec2 N = uvec2(64u, 1u) * gl_NumWorkGroups.xy;
uvec2 i = gl_GlobalInvocationID.xy;
uvec2 param = N - i;
uvec2 param_1 = uvec2(0u);
bvec2 param_2 = equal(i, uvec2(0u));
uvec2 wi = workaround_mix(param, param_1, param_2);
vec2 a = _190.distribution[(i.y * N.x) + i.x];
vec2 b = _190.distribution[(wi.y * N.x) + wi.x];
vec2 param_3 = vec2(i);
vec2 param_4 = vec2(N);
vec2 k = _218.uModTime.xy * alias(param_3, param_4);
float k_len = length(k);
float w = sqrt(9.81000041961669921875 * k_len) * _218.uModTime.z;
float cw = cos(w);
float sw = sin(w);
vec2 param_5 = a;
vec2 param_6 = vec2(cw, sw);
a = cmul(param_5, param_6);
vec2 param_7 = b;
vec2 param_8 = vec2(cw, sw);
b = cmul(param_7, param_8);
b = vec2(b.x, -b.y);
vec2 res = a + b;
vec2 param_9 = res;
_276.heights[(i.y * N.x) + i.x] = pack2(param_9);
}
void main()
{
generate_heightmap();
}