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| author | lbavoil <[email protected]> | 2016-04-19 09:26:42 +0200 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-04-19 09:26:42 +0200 |
| commit | 4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25 (patch) | |
| tree | 6b286cfac4923a8d131693a157b256b8154bec39 /src/shaders/out/gl/LinearizeDepth_PS.cpp | |
| parent | Update project files (diff) | |
| download | hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.tar.xz hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.zip | |
Rename folders
Diffstat (limited to 'src/shaders/out/gl/LinearizeDepth_PS.cpp')
| -rw-r--r-- | src/shaders/out/gl/LinearizeDepth_PS.cpp | 145 |
1 files changed, 0 insertions, 145 deletions
diff --git a/src/shaders/out/gl/LinearizeDepth_PS.cpp b/src/shaders/out/gl/LinearizeDepth_PS.cpp deleted file mode 100644 index 13b0522..0000000 --- a/src/shaders/out/gl/LinearizeDepth_PS.cpp +++ /dev/null @@ -1,145 +0,0 @@ -static const char* g_LinearizeDepth_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" -" Temp[0].x = GlobalConstantBuffer_19 * Temp[0].x + GlobalConstantBuffer_20;\n" -" Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" -" Temp[0].x = Temp[0].x * GlobalConstantBuffer_17 + GlobalConstantBuffer_18;\n" -" Output0.x = vec4(vec4(1.000000, 1.000000, 1.000000, 1.000000) / Temp[0].x).x;\n" -" return;\n" -"}\n" -; -static const char* g_LinearizeDepth_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" -" Temp[0].x = GlobalConstantBuffer_19 * Temp[0].x + GlobalConstantBuffer_20;\n" -" Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" -" Temp[0].x = Temp[0].x * GlobalConstantBuffer_17 + GlobalConstantBuffer_18;\n" -" Output0.x = vec4(vec4(1.000000, 1.000000, 1.000000, 1.000000) / Temp[0].x).x;\n" -" return;\n" -"}\n" -; - -namespace Generated -{ - void LinearizeDepth_PS::Create(DevicePointer Device) - { - m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_0_GL, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_0_GL)); - m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_1_GL, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_1_GL)); - } - - void LinearizeDepth_PS::Release(DevicePointer Device) - { - m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device); - m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device); - } -} |