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authorlbavoil <[email protected]>2016-04-19 09:26:42 +0200
committerlbavoil <[email protected]>2016-04-19 09:26:42 +0200
commit4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25 (patch)
tree6b286cfac4923a8d131693a157b256b8154bec39 /src/shaders/out/gl/CopyDepth_PS.cpp
parentUpdate project files (diff)
downloadhbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.tar.xz
hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.zip
Rename folders
Diffstat (limited to 'src/shaders/out/gl/CopyDepth_PS.cpp')
-rw-r--r--src/shaders/out/gl/CopyDepth_PS.cpp139
1 files changed, 0 insertions, 139 deletions
diff --git a/src/shaders/out/gl/CopyDepth_PS.cpp b/src/shaders/out/gl/CopyDepth_PS.cpp
deleted file mode 100644
index 362b6f4..0000000
--- a/src/shaders/out/gl/CopyDepth_PS.cpp
+++ /dev/null
@@ -1,139 +0,0 @@
-static const char* g_CopyDepth_PS_RESOLVE_DEPTH_0_GL =
-"#version 150\n"
-"struct vec1 {\n"
-" float x;\n"
-"};\n"
-"struct uvec1 {\n"
-" uint x;\n"
-"};\n"
-"struct ivec1 {\n"
-" int x;\n"
-"};\n"
-"layout(std140) uniform;\n"
-"uniform GlobalConstantBuffer {\n"
-" uvec4 GlobalConstantBuffer_0;\n"
-" vec2 GlobalConstantBuffer_1;\n"
-" vec2 GlobalConstantBuffer_2;\n"
-" vec2 GlobalConstantBuffer_3;\n"
-" vec2 GlobalConstantBuffer_4;\n"
-" float GlobalConstantBuffer_5;\n"
-" float GlobalConstantBuffer_6;\n"
-" float GlobalConstantBuffer_7;\n"
-" float GlobalConstantBuffer_8;\n"
-" float GlobalConstantBuffer_9;\n"
-" float GlobalConstantBuffer_10;\n"
-" float GlobalConstantBuffer_11;\n"
-" int GlobalConstantBuffer_12;\n"
-" float GlobalConstantBuffer_13;\n"
-" float GlobalConstantBuffer_14;\n"
-" float GlobalConstantBuffer_15;\n"
-" float GlobalConstantBuffer_16;\n"
-" float GlobalConstantBuffer_17;\n"
-" float GlobalConstantBuffer_18;\n"
-" float GlobalConstantBuffer_19;\n"
-" float GlobalConstantBuffer_20;\n"
-" vec2 GlobalConstantBuffer_21;\n"
-" float GlobalConstantBuffer_22;\n"
-" float GlobalConstantBuffer_23;\n"
-" float GlobalConstantBuffer_24;\n"
-" float GlobalConstantBuffer_25;\n"
-" int GlobalConstantBuffer_26;\n"
-" vec4 GlobalConstantBuffer_27[4];\n"
-" float GlobalConstantBuffer_28;\n"
-" float GlobalConstantBuffer_29;\n"
-"};\n"
-"uniform sampler2D g_t0;\n"
-"vec4 Input0;\n"
-"out vec4 PixOutput0;\n"
-"#define Output0 PixOutput0\n"
-"vec4 Temp[1];\n"
-"ivec4 Temp_int[1];\n"
-"uvec4 Temp_uint[1];\n"
-"void main()\n"
-"{\n"
-" Input0.xy = gl_FragCoord.xy;\n"
-" Temp[0].xy = vec4(Input0.xyxx + GlobalConstantBuffer_21.xyxx.xyxx).xy;\n"
-" Temp_int[0].xy = ivec4(Temp[0].xyxx).xy;\n"
-" Temp[0].zw = vec4(vec4(0.000000, 0.000000, 0.000000, 0.000000)).zw;\n"
-" Temp[0].x = texelFetch(g_t0, ivec2((Temp_int[0]).xy), 0).x;\n"
-" Output0.x = vec4(Temp[0].x).x;\n"
-" return;\n"
-"}\n"
-;
-static const char* g_CopyDepth_PS_RESOLVE_DEPTH_1_GL =
-"#version 150\n"
-"struct vec1 {\n"
-" float x;\n"
-"};\n"
-"struct uvec1 {\n"
-" uint x;\n"
-"};\n"
-"struct ivec1 {\n"
-" int x;\n"
-"};\n"
-"layout(std140) uniform;\n"
-"uniform GlobalConstantBuffer {\n"
-" uvec4 GlobalConstantBuffer_0;\n"
-" vec2 GlobalConstantBuffer_1;\n"
-" vec2 GlobalConstantBuffer_2;\n"
-" vec2 GlobalConstantBuffer_3;\n"
-" vec2 GlobalConstantBuffer_4;\n"
-" float GlobalConstantBuffer_5;\n"
-" float GlobalConstantBuffer_6;\n"
-" float GlobalConstantBuffer_7;\n"
-" float GlobalConstantBuffer_8;\n"
-" float GlobalConstantBuffer_9;\n"
-" float GlobalConstantBuffer_10;\n"
-" float GlobalConstantBuffer_11;\n"
-" int GlobalConstantBuffer_12;\n"
-" float GlobalConstantBuffer_13;\n"
-" float GlobalConstantBuffer_14;\n"
-" float GlobalConstantBuffer_15;\n"
-" float GlobalConstantBuffer_16;\n"
-" float GlobalConstantBuffer_17;\n"
-" float GlobalConstantBuffer_18;\n"
-" float GlobalConstantBuffer_19;\n"
-" float GlobalConstantBuffer_20;\n"
-" vec2 GlobalConstantBuffer_21;\n"
-" float GlobalConstantBuffer_22;\n"
-" float GlobalConstantBuffer_23;\n"
-" float GlobalConstantBuffer_24;\n"
-" float GlobalConstantBuffer_25;\n"
-" int GlobalConstantBuffer_26;\n"
-" vec4 GlobalConstantBuffer_27[4];\n"
-" float GlobalConstantBuffer_28;\n"
-" float GlobalConstantBuffer_29;\n"
-"};\n"
-"uniform sampler2DMS g_t0;\n"
-"vec4 Input0;\n"
-"out vec4 PixOutput0;\n"
-"#define Output0 PixOutput0\n"
-"vec4 Temp[1];\n"
-"ivec4 Temp_int[1];\n"
-"uvec4 Temp_uint[1];\n"
-"void main()\n"
-"{\n"
-" Input0.xy = gl_FragCoord.xy;\n"
-" Temp[0].xy = vec4(Input0.xyxx + GlobalConstantBuffer_21.xyxx.xyxx).xy;\n"
-" Temp_int[0].xy = ivec4(Temp[0].xyxx).xy;\n"
-" Temp[0].zw = vec4(vec4(0.000000, 0.000000, 0.000000, 0.000000)).zw;\n"
-" Temp[0].x = texelFetch(g_t0, ivec2((Temp_int[0]).xy), 0).x;\n"
-" Output0.x = vec4(Temp[0].x).x;\n"
-" return;\n"
-"}\n"
-;
-
-namespace Generated
-{
- void CopyDepth_PS::Create(DevicePointer Device)
- {
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_0_GL, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_0_GL));
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_1_GL, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_1_GL));
- }
-
- void CopyDepth_PS::Release(DevicePointer Device)
- {
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device);
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device);
- }
-}