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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/ReinterleaveAO_PS.cpp
parentUpdate project files (diff)
downloadhbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.tar.xz
hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.zip
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Diffstat (limited to 'src/shaders/out/gl/ReinterleaveAO_PS.cpp')
-rw-r--r--src/shaders/out/gl/ReinterleaveAO_PS.cpp128
1 files changed, 0 insertions, 128 deletions
diff --git a/src/shaders/out/gl/ReinterleaveAO_PS.cpp b/src/shaders/out/gl/ReinterleaveAO_PS.cpp
deleted file mode 100644
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--- a/src/shaders/out/gl/ReinterleaveAO_PS.cpp
+++ /dev/null
@@ -1,128 +0,0 @@
-static const char* g_ReinterleaveAO_PS_ENABLE_BLUR_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 sampler2DArray g_t0;\n"
-"vec4 Input0;\n"
-"out vec4 PixOutput0;\n"
-"#define Output0 PixOutput0\n"
-"vec4 Temp[2];\n"
-"ivec4 Temp_int[2];\n"
-"uvec4 Temp_uint[2];\n"
-"void main()\n"
-"{\n"
-" Input0.xy = gl_FragCoord.xy;\n"
-" Temp[0].xy = vec4(Input0.xyxx + -GlobalConstantBuffer_21.xyxx.xyxx).xy;\n"
-" Temp[0].xy = vec4(floor(Temp[0].xyxx)).xy;\n"
-" Temp[0].zw = vec4(abs(Temp[0].yyyx) * vec4(0.000000, 0.000000, 0.250000, 0.250000)).zw;\n"
-" Temp[0].xy = vec4(Temp[0].xyxx * vec4(0.250000, 0.250000, 0.000000, 0.000000)).xy;\n"
-" Temp_int[1].xy = ivec4(Temp[0].xyxx).xy;\n"
-" Temp[0].xy = vec4(fract(Temp[0].zwzz)).xy;\n"
-" Temp[0].x = vec4(dot((Temp[0].xyxx).xy, (vec4(16.000000, 4.000000, 0.000000, 0.000000)).xy)).x;\n"
-" Temp_int[1].z = int(Temp[0].x);\n"
-" Temp[1].w = vec4(0.000000).w;\n"
-" Temp[0].x = texelFetch(g_t0, ivec3((Temp_int[1]).xyz), 0).x;\n"
-" Temp[0].x = vec4(Temp[0].x).x;\n"
-" Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n"
-" Temp[0].x = vec4(log2(Temp[0].x)).x;\n"
-" Temp[0].x = Temp[0].x * GlobalConstantBuffer_11;\n"
-" Output0 = vec4(exp2(Temp[0].xxxx));\n"
-" return;\n"
-"}\n"
-;
-static const char* g_ReinterleaveAO_PS_ENABLE_BLUR_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 sampler2DArray g_t0;\n"
-"uniform sampler2D g_t1;\n"
-"vec4 Input0;\n"
-" in vec4 VtxGeoOutput1;\n"
-"vec4 Input1;\n"
-"out vec4 PixOutput0;\n"
-"#define Output0 PixOutput0\n"
-"vec4 Temp[2];\n"
-"ivec4 Temp_int[2];\n"
-"uvec4 Temp_uint[2];\n"
-"void main()\n"
-"{\n"
-" Input0.xy = gl_FragCoord.xy;\n"
-" Input1 = VtxGeoOutput1;\n"
-" Temp[0].xy = vec4(floor(Input0.xyxx)).xy;\n"
-" Temp[0].zw = vec4(abs(Temp[0].yyyx) * vec4(0.000000, 0.000000, 0.250000, 0.250000)).zw;\n"
-" Temp[0].xy = vec4(Temp[0].xyxx * vec4(0.250000, 0.250000, 0.000000, 0.000000)).xy;\n"
-" Temp_int[1].xy = ivec4(Temp[0].xyxx).xy;\n"
-" Temp[0].xy = vec4(fract(Temp[0].zwzz)).xy;\n"
-" Temp[0].x = vec4(dot((Temp[0].xyxx).xy, (vec4(16.000000, 4.000000, 0.000000, 0.000000)).xy)).x;\n"
-" Temp_int[1].z = int(Temp[0].x);\n"
-" Temp[1].w = vec4(0.000000).w;\n"
-" Temp[0].x = texelFetch(g_t0, ivec3((Temp_int[1]).xyz), 0).x;\n"
-" Output0.x = vec4(Temp[0].x).x;\n"
-" Temp[0].x = (texture(g_t1, Input1.xy)).x;\n"
-" Output0.y = vec4(Temp[0].x).y;\n"
-" return;\n"
-"}\n"
-;
-
-namespace Generated
-{
- void ReinterleaveAO_PS::Create(DevicePointer Device)
- {
- m_Shader[ShaderPermutations::ENABLE_BLUR_0].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_0_GL, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_0_GL));
- m_Shader[ShaderPermutations::ENABLE_BLUR_1].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_1_GL, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_1_GL));
- }
-
- void ReinterleaveAO_PS::Release(DevicePointer Device)
- {
- m_Shader[ShaderPermutations::ENABLE_BLUR_0].Release(Device);
- m_Shader[ShaderPermutations::ENABLE_BLUR_1].Release(Device);
- }
-}