461f1506e7
This is not necessary, as we must emit an invalidating store before we potentially consume an invalid expression. In fact, we're a bit conservative here in this case for example: int tmp = variable; if (...) { variable = 10; } else { // Consuming tmp here is fine, but it was // invalidated while emitting other branch. // Technically, we need to study if there is an invalidating store // in the CFG between the loading block and this block, and the other // branch will not be a part of that analysis. int tmp2 = tmp * tmp; } Fixing this case means complex CFG traversal *everywhere*, and it feels like overkill. Fixing this exposed a bug with access chains, so fix a bug where expression dependencies were not inherited properly in access chains. Access chains are now considered forwarded if there is at least one dependency which is also forwarded.
278 lines
7.7 KiB
GLSL
278 lines
7.7 KiB
GLSL
#version 450
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struct _28
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{
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vec4 _m0;
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};
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layout(binding = 0, std140) uniform _6_7
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{
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vec4 _m0;
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float _m1;
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vec4 _m2;
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} _7;
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layout(binding = 2, std140) uniform _10_11
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{
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vec3 _m0;
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vec3 _m1;
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float _m2;
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vec3 _m3;
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float _m4;
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vec3 _m5;
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float _m6;
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vec3 _m7;
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float _m8;
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vec3 _m9;
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float _m10;
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vec3 _m11;
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float _m12;
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vec2 _m13;
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vec2 _m14;
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vec3 _m15;
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float _m16;
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float _m17;
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float _m18;
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float _m19;
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float _m20;
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vec4 _m21;
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vec4 _m22;
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layout(row_major) mat4 _m23;
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vec4 _m24;
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} _11;
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layout(binding = 1, std140) uniform _18_19
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{
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layout(row_major) mat4 _m0;
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layout(row_major) mat4 _m1;
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layout(row_major) mat4 _m2;
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layout(row_major) mat4 _m3;
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vec4 _m4;
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vec4 _m5;
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float _m6;
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float _m7;
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float _m8;
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float _m9;
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vec3 _m10;
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float _m11;
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vec3 _m12;
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float _m13;
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vec3 _m14;
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float _m15;
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vec3 _m16;
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float _m17;
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float _m18;
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float _m19;
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vec2 _m20;
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vec2 _m21;
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vec2 _m22;
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vec4 _m23;
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vec2 _m24;
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vec2 _m25;
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vec2 _m26;
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vec3 _m27;
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float _m28;
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float _m29;
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float _m30;
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float _m31;
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float _m32;
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vec2 _m33;
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float _m34;
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float _m35;
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vec3 _m36;
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layout(row_major) mat4 _m37[2];
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vec4 _m38[2];
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} _19;
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uniform sampler2D SPIRV_Cross_Combined;
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uniform sampler2D SPIRV_Cross_Combined_1;
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uniform sampler2D SPIRV_Cross_Combined_2;
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layout(location = 0) out vec4 _5;
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_28 _74;
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void main()
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{
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vec2 _82 = gl_FragCoord.xy * _19._m23.xy;
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vec4 _88 = _7._m2 * _7._m0.xyxy;
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vec2 _95 = _88.xy;
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vec2 _96 = _88.zw;
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vec2 _97 = clamp(_82 + (vec2(0.0, -2.0) * _7._m0.xy), _95, _96);
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vec3 _109 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _97, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _113 = textureLod(SPIRV_Cross_Combined_1, _97, 0.0);
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float _114 = _113.y;
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vec3 _129;
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if (_114 > 0.0)
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{
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_129 = _109 + (textureLod(SPIRV_Cross_Combined_2, _97, 0.0).xyz * clamp(_114 * _113.z, 0.0, 1.0));
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}
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else
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{
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_129 = _109;
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}
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vec2 _144 = clamp(_82 + (vec2(-1.0) * _7._m0.xy), _95, _96);
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vec3 _156 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _144, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _160 = textureLod(SPIRV_Cross_Combined_1, _144, 0.0);
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float _161 = _160.y;
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vec3 _176;
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if (_161 > 0.0)
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{
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_176 = _156 + (textureLod(SPIRV_Cross_Combined_2, _144, 0.0).xyz * clamp(_161 * _160.z, 0.0, 1.0));
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}
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else
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{
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_176 = _156;
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}
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vec2 _191 = clamp(_82 + (vec2(0.0, -1.0) * _7._m0.xy), _95, _96);
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vec3 _203 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _191, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _207 = textureLod(SPIRV_Cross_Combined_1, _191, 0.0);
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float _208 = _207.y;
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vec3 _223;
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if (_208 > 0.0)
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{
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_223 = _203 + (textureLod(SPIRV_Cross_Combined_2, _191, 0.0).xyz * clamp(_208 * _207.z, 0.0, 1.0));
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}
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else
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{
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_223 = _203;
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}
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vec2 _238 = clamp(_82 + (vec2(1.0, -1.0) * _7._m0.xy), _95, _96);
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vec3 _250 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _238, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _254 = textureLod(SPIRV_Cross_Combined_1, _238, 0.0);
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float _255 = _254.y;
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vec3 _270;
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if (_255 > 0.0)
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{
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_270 = _250 + (textureLod(SPIRV_Cross_Combined_2, _238, 0.0).xyz * clamp(_255 * _254.z, 0.0, 1.0));
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}
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else
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{
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_270 = _250;
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}
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vec2 _285 = clamp(_82 + (vec2(-2.0, 0.0) * _7._m0.xy), _95, _96);
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vec3 _297 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _285, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _301 = textureLod(SPIRV_Cross_Combined_1, _285, 0.0);
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float _302 = _301.y;
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vec3 _317;
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if (_302 > 0.0)
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{
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_317 = _297 + (textureLod(SPIRV_Cross_Combined_2, _285, 0.0).xyz * clamp(_302 * _301.z, 0.0, 1.0));
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}
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else
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{
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_317 = _297;
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}
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vec2 _332 = clamp(_82 + (vec2(-1.0, 0.0) * _7._m0.xy), _95, _96);
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vec3 _344 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _332, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _348 = textureLod(SPIRV_Cross_Combined_1, _332, 0.0);
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float _349 = _348.y;
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vec3 _364;
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if (_349 > 0.0)
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{
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_364 = _344 + (textureLod(SPIRV_Cross_Combined_2, _332, 0.0).xyz * clamp(_349 * _348.z, 0.0, 1.0));
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}
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else
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{
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_364 = _344;
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}
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vec2 _379 = clamp(_82, _95, _96);
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vec3 _391 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _379, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _395 = textureLod(SPIRV_Cross_Combined_1, _379, 0.0);
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float _396 = _395.y;
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vec3 _411;
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if (_396 > 0.0)
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{
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_411 = _391 + (textureLod(SPIRV_Cross_Combined_2, _379, 0.0).xyz * clamp(_396 * _395.z, 0.0, 1.0));
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}
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else
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{
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_411 = _391;
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}
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vec2 _426 = clamp(_82 + (vec2(1.0, 0.0) * _7._m0.xy), _95, _96);
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vec3 _438 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _426, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _442 = textureLod(SPIRV_Cross_Combined_1, _426, 0.0);
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float _443 = _442.y;
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vec3 _458;
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if (_443 > 0.0)
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{
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_458 = _438 + (textureLod(SPIRV_Cross_Combined_2, _426, 0.0).xyz * clamp(_443 * _442.z, 0.0, 1.0));
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}
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else
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{
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_458 = _438;
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}
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vec2 _473 = clamp(_82 + (vec2(2.0, 0.0) * _7._m0.xy), _95, _96);
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vec3 _485 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _473, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _489 = textureLod(SPIRV_Cross_Combined_1, _473, 0.0);
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float _490 = _489.y;
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vec3 _505;
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if (_490 > 0.0)
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{
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_505 = _485 + (textureLod(SPIRV_Cross_Combined_2, _473, 0.0).xyz * clamp(_490 * _489.z, 0.0, 1.0));
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}
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else
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{
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_505 = _485;
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}
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vec2 _520 = clamp(_82 + (vec2(-1.0, 1.0) * _7._m0.xy), _95, _96);
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vec3 _532 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _520, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _536 = textureLod(SPIRV_Cross_Combined_1, _520, 0.0);
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float _537 = _536.y;
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vec3 _552;
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if (_537 > 0.0)
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{
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_552 = _532 + (textureLod(SPIRV_Cross_Combined_2, _520, 0.0).xyz * clamp(_537 * _536.z, 0.0, 1.0));
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}
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else
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{
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_552 = _532;
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}
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vec2 _567 = clamp(_82 + (vec2(0.0, 1.0) * _7._m0.xy), _95, _96);
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vec3 _579 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _567, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _583 = textureLod(SPIRV_Cross_Combined_1, _567, 0.0);
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float _584 = _583.y;
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vec3 _599;
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if (_584 > 0.0)
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{
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_599 = _579 + (textureLod(SPIRV_Cross_Combined_2, _567, 0.0).xyz * clamp(_584 * _583.z, 0.0, 1.0));
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}
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else
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{
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_599 = _579;
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}
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vec2 _614 = clamp(_82 + _7._m0.xy, _95, _96);
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vec3 _626 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _614, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _630 = textureLod(SPIRV_Cross_Combined_1, _614, 0.0);
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float _631 = _630.y;
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vec3 _646;
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if (_631 > 0.0)
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{
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_646 = _626 + (textureLod(SPIRV_Cross_Combined_2, _614, 0.0).xyz * clamp(_631 * _630.z, 0.0, 1.0));
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}
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else
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{
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_646 = _626;
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}
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vec2 _661 = clamp(_82 + (vec2(0.0, 2.0) * _7._m0.xy), _95, _96);
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vec3 _673 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _661, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _677 = textureLod(SPIRV_Cross_Combined_1, _661, 0.0);
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float _678 = _677.y;
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vec3 _693;
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if (_678 > 0.0)
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{
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_693 = _673 + (textureLod(SPIRV_Cross_Combined_2, _661, 0.0).xyz * clamp(_678 * _677.z, 0.0, 1.0));
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}
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else
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{
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_693 = _673;
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}
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vec3 _702 = (((((((((((((_129 * 0.5).xyz + (_176 * 0.5)).xyz + (_223 * 0.75)).xyz + (_270 * 0.5)).xyz + (_317 * 0.5)).xyz + (_364 * 0.75)).xyz + (_411 * 1.0)).xyz + (_458 * 0.75)).xyz + (_505 * 0.5)).xyz + (_552 * 0.5)).xyz + (_599 * 0.75)).xyz + (_646 * 0.5)).xyz + (_693 * 0.5)).xyz * vec3(0.125);
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_28 _704 = _74;
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_704._m0 = vec4(_702.x, _702.y, _702.z, vec4(0.0).w);
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_28 _705 = _704;
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_705._m0.w = 1.0;
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_5 = _705._m0;
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}
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