mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-08 19:40:06 +00:00
b8338311ea
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.
243 lines
6.0 KiB
GLSL
Executable File
243 lines
6.0 KiB
GLSL
Executable File
#version 460
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layout(location = 0) in vec3 P;
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layout(location = 1) in vec3 N;
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layout(location = 2) in vec4 Cd;
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layout(location = 3) in vec3 uv[8];
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uniform int uTDInstanceIDOffset;
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uniform int uTDNumInstances;
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uniform float uTDAlphaTestVal;
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#define TD_NUM_COLOR_BUFFERS 1
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#define TD_NUM_LIGHTS 0
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#define TD_NUM_SHADOWED_LIGHTS 0
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#define TD_NUM_ENV_LIGHTS 0
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#define TD_LIGHTS_ARRAY_SIZE 1
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#define TD_ENV_LIGHTS_ARRAY_SIZE 1
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#define TD_NUM_CAMERAS 1
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struct TDLight
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{
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vec4 position;
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vec3 direction;
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vec3 diffuse;
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vec4 nearFar;
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vec4 lightSize;
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vec4 misc;
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vec4 coneLookupScaleBias;
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vec4 attenScaleBiasRoll;
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mat4 shadowMapMatrix;
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mat4 shadowMapCamMatrix;
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vec4 shadowMapRes;
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mat4 projMapMatrix;
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};
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struct TDEnvLight
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{
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vec3 color;
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mat3 rotate;
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};
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layout(std140) uniform TDLightBlock
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{
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TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
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};
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layout(std140) uniform TDEnvLightBlock
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{
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TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
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};
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layout(std430) readonly restrict buffer TDEnvLightBuffer
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{
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vec3 shCoeffs[9];
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} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
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struct TDPhongResult
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{
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vec3 diffuse;
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vec3 specular;
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vec3 specular2;
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float shadowStrength;
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};
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struct TDPBRResult
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{
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vec3 diffuse;
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vec3 specular;
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float shadowStrength;
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};
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struct TDMatrix
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{
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mat4 world;
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mat4 worldInverse;
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mat4 worldCam;
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mat4 worldCamInverse;
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mat4 cam;
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mat4 camInverse;
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mat4 camProj;
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mat4 camProjInverse;
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mat4 proj;
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mat4 projInverse;
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mat4 worldCamProj;
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mat4 worldCamProjInverse;
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mat4 quadReproject;
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mat3 worldForNormals;
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mat3 camForNormals;
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mat3 worldCamForNormals;
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};
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layout(std140) uniform TDMatricesBlock {
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TDMatrix uTDMats[TD_NUM_CAMERAS];
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};
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struct TDCameraInfo
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{
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vec4 nearFar;
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vec4 fog;
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vec4 fogColor;
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int renderTOPCameraIndex;
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};
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layout(std140) uniform TDCameraInfoBlock {
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TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
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};
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struct TDGeneral
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{
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vec4 ambientColor;
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vec4 nearFar;
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vec4 viewport;
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vec4 viewportRes;
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vec4 fog;
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vec4 fogColor;
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};
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layout(std140) uniform TDGeneralBlock {
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TDGeneral uTDGeneral;
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};
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layout (rgba8) uniform image2D mTD2DImageOutputs[1];
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layout (rgba8) uniform image2DArray mTD2DArrayImageOutputs[1];
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layout (rgba8) uniform image3D mTD3DImageOutputs[1];
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layout (rgba8) uniform imageCube mTDCubeImageOutputs[1];
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mat4 TDInstanceMat(int instanceID);
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mat3 TDInstanceMat3(int instanceID);
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vec3 TDInstanceTranslate(int instanceID);
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bool TDInstanceActive(int instanceID);
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mat3 TDInstanceRotateMat(int instanceID);
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vec3 TDInstanceScale(int instanceID);
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vec3 TDInstanceTexCoord(int instanceID, vec3 t);
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vec4 TDInstanceColor(int instanceID, vec4 curColor);
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vec4 TDInstanceCustomAttrib0(int instanceID);
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vec4 TDInstanceCustomAttrib1(int instanceID);
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vec4 TDInstanceCustomAttrib2(int instanceID);
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vec4 TDInstanceCustomAttrib3(int instanceID);
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vec4 TDInstanceCustomAttrib4(int instanceID);
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vec4 TDInstanceCustomAttrib5(int instanceID);
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vec4 TDInstanceCustomAttrib6(int instanceID);
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vec4 TDInstanceCustomAttrib7(int instanceID);
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vec4 TDInstanceCustomAttrib8(int instanceID);
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vec4 TDInstanceCustomAttrib9(int instanceID);
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vec4 TDInstanceCustomAttrib10(int instanceID);
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vec4 TDInstanceCustomAttrib11(int instanceID);
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uint TDInstanceTextureIndex(int instanceIndex);
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vec4 TDInstanceTexture(uint texIndex, vec3 uv);
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vec4 TDInstanceTexture(uint texIndex, vec2 uv);
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vec4 TDDeform(vec4 pos);
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vec4 TDDeform(vec3 pos);
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vec4 TDDeform(int instanceID, vec3 pos);
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vec3 TDDeformVec(vec3 v);
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vec3 TDDeformVec(int instanceID, vec3 v);
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vec3 TDDeformNorm(vec3 v);
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vec3 TDDeformNorm(int instanceID, vec3 v);
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vec4 TDSkinnedDeform(vec4 pos);
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vec3 TDSkinnedDeformVec(vec3 vec);
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vec3 TDSkinnedDeformNorm(vec3 vec);
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vec4 TDInstanceDeform(vec4 pos);
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vec3 TDInstanceDeformVec(vec3 vec);
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vec3 TDInstanceDeformNorm(vec3 vec);
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vec4 TDInstanceDeform(int instanceID, vec4 pos);
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vec3 TDInstanceDeformVec(int instanceID, vec3 vec);
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vec3 TDInstanceDeformNorm(int instanceID, vec3 vec);
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vec3 TDFastDeformTangent(vec3 oldNorm, vec4 oldTangent, vec3 deformedNorm);
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mat4 TDBoneMat(int boneIndex);
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mat4 TDInstanceMat();
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mat3 TDInstanceMat3();
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vec3 TDInstanceTranslate();
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bool TDInstanceActive();
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mat3 TDInstanceRotateMat();
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vec3 TDInstanceScale();
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vec3 TDInstanceTexCoord(vec3 t);
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vec4 TDInstanceColor(vec4 curColor);
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vec4 TDPointColor();
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#ifdef TD_PICKING_ACTIVE
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out TDPickVertex {
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vec3 sopSpacePosition;
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vec3 camSpacePosition;
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vec3 worldSpacePosition;
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vec3 sopSpaceNormal;
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vec3 camSpaceNormal;
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vec3 worldSpaceNormal;
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vec3 uv[1];
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flat int pickId;
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flat int instanceId;
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vec4 color;
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} oTDPickVert;
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#define vTDPickVert oTDPickVert
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#endif
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vec4 iTDCamToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod)
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{
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if (!TDInstanceActive())
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return vec4(2, 2, 2, 0);
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v = uTDMats[0].proj * v;
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return v;
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}
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vec4 iTDWorldToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod) {
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if (!TDInstanceActive())
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return vec4(2, 2, 2, 0);
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v = uTDMats[0].camProj * v;
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return v;
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}
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vec4 TDDeform(vec4 pos);
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vec4 TDDeform(vec3 pos);
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vec4 TDInstanceColor(vec4 curColor);
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vec3 TDInstanceTexCoord(vec3 t);
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int TDInstanceID() {
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return gl_InstanceID + uTDInstanceIDOffset;
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}
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int TDCameraIndex() {
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return 0;
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}
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vec3 TDUVUnwrapCoord() {
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return uv[0];
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}
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#ifdef TD_PICKING_ACTIVE
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uniform int uTDPickId;
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#endif
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int TDPickID() {
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#ifdef TD_PICKING_ACTIVE
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return uTDPickId;
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#else
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return 0;
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#endif
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}
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float iTDConvertPickId(int id) {
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id |= 1073741824;
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return intBitsToFloat(id);
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}
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void TDWritePickingValues() {
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#ifdef TD_PICKING_ACTIVE
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vec4 worldPos = TDDeform(P);
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vec4 camPos = uTDMats[TDCameraIndex()].cam * worldPos;
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oTDPickVert.pickId = TDPickID();
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#endif
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}
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vec4 TDWorldToProj(vec4 v, vec3 uv)
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{
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return iTDWorldToProj(v, uv, TDCameraIndex(), true);
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}
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vec4 TDWorldToProj(vec3 v, vec3 uv)
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{
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return TDWorldToProj(vec4(v, 1.0), uv);
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}
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vec4 TDWorldToProj(vec4 v)
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{
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return TDWorldToProj(v, vec3(0.0));
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}
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vec4 TDWorldToProj(vec3 v)
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{
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return TDWorldToProj(vec4(v, 1.0));
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}
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vec4 TDPointColor() {
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return Cd;
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}
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