glslang/Test/vk.relaxed.stagelink.0.2.vert
Malcolm Bechard b8338311ea fix cases where symbols in the tree didn't get updated during block merging
For GL_EXT_vulkan_glsl_relaxed. When merging the default uniform block,
there were cases where symbols in the tree wern't updated to match the
new block structure after merging blocks together.

This change traverses the symbol tree and updates any references to the
merged block.
2022-01-28 23:38:56 -05:00

321 lines
7.3 KiB
GLSL
Executable File

#version 460
uniform int uTDInstanceIDOffset;
uniform int uTDNumInstances;
uniform float uTDAlphaTestVal;
#define TD_NUM_COLOR_BUFFERS 1
#define TD_NUM_LIGHTS 0
#define TD_NUM_SHADOWED_LIGHTS 0
#define TD_NUM_ENV_LIGHTS 0
#define TD_LIGHTS_ARRAY_SIZE 1
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
#define TD_NUM_CAMERAS 1
struct TDLight
{
vec4 position;
vec3 direction;
vec3 diffuse;
vec4 nearFar;
vec4 lightSize;
vec4 misc;
vec4 coneLookupScaleBias;
vec4 attenScaleBiasRoll;
mat4 shadowMapMatrix;
mat4 shadowMapCamMatrix;
vec4 shadowMapRes;
mat4 projMapMatrix;
};
struct TDEnvLight
{
vec3 color;
mat3 rotate;
};
layout(std140) uniform TDLightBlock
{
TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
};
layout(std140) uniform TDEnvLightBlock
{
TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
};
layout(std430) readonly restrict buffer TDEnvLightBuffer
{
vec3 shCoeffs[9];
} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
struct TDPhongResult
{
vec3 diffuse;
vec3 specular;
vec3 specular2;
float shadowStrength;
};
struct TDPBRResult
{
vec3 diffuse;
vec3 specular;
float shadowStrength;
};
struct TDMatrix
{
mat4 world;
mat4 worldInverse;
mat4 worldCam;
mat4 worldCamInverse;
mat4 cam;
mat4 camInverse;
mat4 camProj;
mat4 camProjInverse;
mat4 proj;
mat4 projInverse;
mat4 worldCamProj;
mat4 worldCamProjInverse;
mat4 quadReproject;
mat3 worldForNormals;
mat3 camForNormals;
mat3 worldCamForNormals;
};
layout(std140) uniform TDMatricesBlock {
TDMatrix uTDMats[TD_NUM_CAMERAS];
};
struct TDCameraInfo
{
vec4 nearFar;
vec4 fog;
vec4 fogColor;
int renderTOPCameraIndex;
};
layout(std140) uniform TDCameraInfoBlock {
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
};
struct TDGeneral
{
vec4 ambientColor;
vec4 nearFar;
vec4 viewport;
vec4 viewportRes;
vec4 fog;
vec4 fogColor;
};
layout(std140) uniform TDGeneralBlock {
TDGeneral uTDGeneral;
};
layout(binding = 15) uniform samplerBuffer sTDInstanceT;
layout(binding = 16) uniform samplerBuffer sTDInstanceTexCoord;
layout(binding = 17) uniform samplerBuffer sTDInstanceColor;
#define TD_NUM_BONES 0
vec4 TDWorldToProj(vec4 v);
vec4 TDWorldToProj(vec3 v);
vec4 TDWorldToProj(vec4 v, vec3 uv);
vec4 TDWorldToProj(vec3 v, vec3 uv);
int TDPickID();
int TDInstanceID();
int TDCameraIndex();
vec3 TDUVUnwrapCoord();
vec3 TDInstanceTexCoord(int index, vec3 t) {
vec3 v;
int coord = index;
vec4 samp = texelFetch(sTDInstanceTexCoord, coord);
v[0] = t.s;
v[1] = t.t;
v[2] = samp[0];
t.stp = v.stp;
return t;
}
bool TDInstanceActive(int index) {
index -= uTDInstanceIDOffset;
float v;
int coord = index;
vec4 samp = texelFetch(sTDInstanceT, coord);
v = samp[0];
return v != 0.0;
}
vec3 iTDInstanceTranslate(int index, out bool instanceActive) {
int origIndex = index;
index -= uTDInstanceIDOffset;
vec3 v;
int coord = index;
vec4 samp = texelFetch(sTDInstanceT, coord);
v[0] = samp[1];
v[1] = samp[2];
v[2] = samp[3];
instanceActive = samp[0] != 0.0;
return v;
}
vec3 TDInstanceTranslate(int index) {
index -= uTDInstanceIDOffset;
vec3 v;
int coord = index;
vec4 samp = texelFetch(sTDInstanceT, coord);
v[0] = samp[1];
v[1] = samp[2];
v[2] = samp[3];
return v;
}
mat3 TDInstanceRotateMat(int index) {
index -= uTDInstanceIDOffset;
vec3 v = vec3(0.0, 0.0, 0.0);
mat3 m = mat3(1.0);
{
mat3 r;
}
return m;
}
vec3 TDInstanceScale(int index) {
index -= uTDInstanceIDOffset;
vec3 v = vec3(1.0, 1.0, 1.0);
return v;
}
vec3 TDInstancePivot(int index) {
index -= uTDInstanceIDOffset;
vec3 v = vec3(0.0, 0.0, 0.0);
return v;
}
vec3 TDInstanceRotTo(int index) {
index -= uTDInstanceIDOffset;
vec3 v = vec3(0.0, 0.0, 1.0);
return v;
}
vec3 TDInstanceRotUp(int index) {
index -= uTDInstanceIDOffset;
vec3 v = vec3(0.0, 1.0, 0.0);
return v;
}
mat4 TDInstanceMat(int id) {
bool instanceActive = true;
vec3 t = iTDInstanceTranslate(id, instanceActive);
if (!instanceActive)
{
return mat4(0.0);
}
mat4 m = mat4(1.0);
{
vec3 tt = t;
m[3][0] += m[0][0]*tt.x;
m[3][1] += m[0][1]*tt.x;
m[3][2] += m[0][2]*tt.x;
m[3][3] += m[0][3]*tt.x;
m[3][0] += m[1][0]*tt.y;
m[3][1] += m[1][1]*tt.y;
m[3][2] += m[1][2]*tt.y;
m[3][3] += m[1][3]*tt.y;
m[3][0] += m[2][0]*tt.z;
m[3][1] += m[2][1]*tt.z;
m[3][2] += m[2][2]*tt.z;
m[3][3] += m[2][3]*tt.z;
}
return m;
}
mat3 TDInstanceMat3(int id) {
mat3 m = mat3(1.0);
return m;
}
mat3 TDInstanceMat3ForNorm(int id) {
mat3 m = TDInstanceMat3(id);
return m;
}
vec4 TDInstanceColor(int index, vec4 curColor) {
index -= uTDInstanceIDOffset;
vec4 v;
int coord = index;
vec4 samp = texelFetch(sTDInstanceColor, coord);
v[0] = samp[0];
v[1] = samp[1];
v[2] = samp[2];
v[3] = 1.0;
curColor[0] = v[0];
;
curColor[1] = v[1];
;
curColor[2] = v[2];
;
return curColor;
}
vec4 TDInstanceDeform(int id, vec4 pos) {
pos = TDInstanceMat(id) * pos;
return uTDMats[TDCameraIndex()].world * pos;
}
vec3 TDInstanceDeformVec(int id, vec3 vec)
{
mat3 m = TDInstanceMat3(id);
return mat3(uTDMats[TDCameraIndex()].world) * (m * vec);
}
vec3 TDInstanceDeformNorm(int id, vec3 vec)
{
mat3 m = TDInstanceMat3ForNorm(id);
return mat3(uTDMats[TDCameraIndex()].worldForNormals) * (m * vec);
}
vec4 TDInstanceDeform(vec4 pos) {
return TDInstanceDeform(TDInstanceID(), pos);
}
vec3 TDInstanceDeformVec(vec3 vec) {
return TDInstanceDeformVec(TDInstanceID(), vec);
}
vec3 TDInstanceDeformNorm(vec3 vec) {
return TDInstanceDeformNorm(TDInstanceID(), vec);
}
bool TDInstanceActive() { return TDInstanceActive(TDInstanceID()); }
vec3 TDInstanceTranslate() { return TDInstanceTranslate(TDInstanceID()); }
mat3 TDInstanceRotateMat() { return TDInstanceRotateMat(TDInstanceID()); }
vec3 TDInstanceScale() { return TDInstanceScale(TDInstanceID()); }
mat4 TDInstanceMat() { return TDInstanceMat(TDInstanceID());
}
mat3 TDInstanceMat3() { return TDInstanceMat3(TDInstanceID());
}
vec3 TDInstanceTexCoord(vec3 t) {
return TDInstanceTexCoord(TDInstanceID(), t);
}
vec4 TDInstanceColor(vec4 curColor) {
return TDInstanceColor(TDInstanceID(), curColor);
}
vec4 TDSkinnedDeform(vec4 pos) { return pos; }
vec3 TDSkinnedDeformVec(vec3 vec) { return vec; }
vec3 TDFastDeformTangent(vec3 oldNorm, vec4 oldTangent, vec3 deformedNorm)
{ return oldTangent.xyz; }
mat4 TDBoneMat(int index) {
return mat4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);
}
vec4 TDDeform(vec4 pos) {
pos = TDSkinnedDeform(pos);
pos = TDInstanceDeform(pos);
return pos;
}
vec4 TDDeform(int instanceID, vec3 p) {
vec4 pos = vec4(p, 1.0);
pos = TDSkinnedDeform(pos);
pos = TDInstanceDeform(instanceID, pos);
return pos;
}
vec4 TDDeform(vec3 pos) {
return TDDeform(TDInstanceID(), pos);
}
vec3 TDDeformVec(int instanceID, vec3 vec) {
vec = TDSkinnedDeformVec(vec);
vec = TDInstanceDeformVec(instanceID, vec);
return vec;
}
vec3 TDDeformVec(vec3 vec) {
return TDDeformVec(TDInstanceID(), vec);
}
vec3 TDDeformNorm(int instanceID, vec3 vec) {
vec = TDSkinnedDeformVec(vec);
vec = TDInstanceDeformNorm(instanceID, vec);
return vec;
}
vec3 TDDeformNorm(vec3 vec) {
return TDDeformNorm(TDInstanceID(), vec);
}
vec3 TDSkinnedDeformNorm(vec3 vec) {
vec = TDSkinnedDeformVec(vec);
return vec;
}