diff options
Diffstat (limited to 'src/shaders/out/gl/DebugNormals_PS.cpp')
| -rw-r--r-- | src/shaders/out/gl/DebugNormals_PS.cpp | 313 |
1 files changed, 313 insertions, 0 deletions
diff --git a/src/shaders/out/gl/DebugNormals_PS.cpp b/src/shaders/out/gl/DebugNormals_PS.cpp new file mode 100644 index 0000000..f53ce0e --- /dev/null +++ b/src/shaders/out/gl/DebugNormals_PS.cpp @@ -0,0 +1,313 @@ +static const char* g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_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[5];\n" +"ivec4 Temp_int[5];\n" +"uvec4 Temp_uint[5];\n" +"void main()\n" +"{\n" +" Input0.xy = gl_FragCoord.xy;\n" +" Temp[0].y = vec4(GlobalConstantBuffer_2.xxxy.z).y;\n" +" Temp[0].z = vec4(0.000000).z;\n" +" Temp[0].xw = vec4(Input0.yyyx + -GlobalConstantBuffer_21.xyxx.yyyx).xw;\n" +" Temp[0].yz = vec4(Temp[0].wwxw * GlobalConstantBuffer_2.xxxy.zzwz + Temp[0].yyzy).yz;\n" +" Temp[1].xy = vec4(GlobalConstantBuffer_3.xyxx.xyxx * Temp[0].yzyy + GlobalConstantBuffer_4.xxxy.zwzz).xy;\n" +" Temp[2].x = (textureLod(g_t0, Temp[0].yz, 0.000000)).x;\n" +" Temp[2].yz = vec4(Temp[1].xxyx * Temp[2].xxxx).yz;\n" +" Temp[0].yz = vec4(Temp[0].xxwx * GlobalConstantBuffer_2.xxxy.wwzw).yz;\n" +" Temp[1].xy = vec4(GlobalConstantBuffer_3.xyxx.yxyy * Temp[0].yzyy + GlobalConstantBuffer_4.xxxy.wzww).xy;\n" +" Temp[3].y = (textureLod(g_t0, Temp[0].zy, 0.000000).yxzw).y;\n" +" Temp[3].xz = vec4(Temp[1].xxyx * Temp[3].yyyy).xz;\n" +" Temp[1].xyz = vec4(Temp[2].xyzx + -Temp[3].yzxy).xyz;\n" +" Temp[0].y = vec4(dot((Temp[1].xyzx).xyz, (Temp[1].xyzx).xyz)).y;\n" +" Temp[2].y = vec4(-GlobalConstantBuffer_2.xxxy.z).y;\n" +" Temp[2].z = vec4(0.000000).z;\n" +" Temp[2].xy = vec4(Temp[0].wxww * GlobalConstantBuffer_2.xxxy.zwzz + Temp[2].yzyy).xy;\n" +" Temp[2].zw = vec4(GlobalConstantBuffer_3.xyxx.xxxy * Temp[2].xxxy + GlobalConstantBuffer_4.xxxy.zzzw).zw;\n" +" Temp[4].x = (textureLod(g_t0, Temp[2].xy, 0.000000)).x;\n" +" Temp[4].yz = vec4(Temp[2].zzwz * Temp[4].xxxx).yz;\n" +" Temp[2].xyz = vec4(Temp[3].yzxy + -Temp[4].xyzx).xyz;\n" +" Temp[0].z = vec4(dot((Temp[2].xyzx).xyz, (Temp[2].xyzx).xyz)).z;\n" +" Temp_uint[0].y = ((Temp[0].y)< (Temp[0].z)) ? 0xFFFFFFFFu : 0u;\n" +" if(vec4(Temp_uint[0].yyyy).x != 0.0) {\n" +" Temp[1].xyz = vec4(Temp[1].xyzx).xyz;\n" +" } else {\n" +" Temp[1].xyz = vec4(Temp[2].xyzx).xyz;\n" +" }\n" +" Temp[2].z = vec4(0.000000).z;\n" +" Temp[2].x = vec4(GlobalConstantBuffer_2.xxxy.w).x;\n" +" Temp[0].yz = vec4(Temp[0].xxwx * GlobalConstantBuffer_2.xxxy.wwzw + Temp[2].xxzx).yz;\n" +" Temp[2].xy = vec4(GlobalConstantBuffer_3.xyxx.yxyy * Temp[0].yzyy + GlobalConstantBuffer_4.xxxy.wzww).xy;\n" +" Temp[4].y = (textureLod(g_t0, Temp[0].zy, 0.000000).yxzw).y;\n" +" Temp[4].xz = vec4(Temp[2].xxyx * Temp[4].yyyy).xz;\n" +" Temp[2].xyz = vec4(-Temp[3].xyzx + Temp[4].xyzx).xyz;\n" +" Temp[0].y = vec4(dot((Temp[2].xyzx).xyz, (Temp[2].xyzx).xyz)).y;\n" +" Temp[4].z = vec4(0.000000).z;\n" +" Temp[4].x = vec4(-GlobalConstantBuffer_2.xxxy.w).x;\n" +" Temp[0].xz = vec4(Temp[0].xxwx * GlobalConstantBuffer_2.xxxy.wwzw + Temp[4].xxzx).xz;\n" +" Temp[4].xy = vec4(GlobalConstantBuffer_3.xyxx.yxyy * Temp[0].xzxx + GlobalConstantBuffer_4.xxxy.wzww).xy;\n" +" Temp[0].z = (textureLod(g_t0, Temp[0].zx, 0.000000).ywxz).z;\n" +" Temp[0].xw = vec4(Temp[0].zzzz * Temp[4].xxxy).xw;\n" +" Temp[0].xzw = vec4(-Temp[0].xxzw + Temp[3].xxyz).xzw;\n" +" Temp[1].w = vec4(dot((Temp[0].xzwx).xyz, (Temp[0].xzwx).xyz)).w;\n" +" Temp_uint[0].y = ((Temp[0].y)< (Temp[1].w)) ? 0xFFFFFFFFu : 0u;\n" +" if(vec4(Temp_uint[0].yyyy).x != 0.0) {\n" +" Temp[0].xyz = vec4(Temp[2].xyzx).xyz;\n" +" } else {\n" +" Temp[0].xyz = vec4(Temp[0].xzwx).xyz;\n" +" }\n" +" Temp[2].xyz = vec4(Temp[0].xyzx * Temp[1].xyzx).xyz;\n" +" Temp[0].xyz = vec4(Temp[1].zxyz * Temp[0].yzxy + -Temp[2].xyzx).xyz;\n" +" Temp[0].w = vec4(dot((Temp[0].xyzx).xyz, (Temp[0].xyzx).xyz)).w;\n" +" Temp[0].w = vec4(inversesqrt(Temp[0].w)).w;\n" +" Temp[0].xyz = vec4(Temp[0].wwww * Temp[0].xyzx).xyz;\n" +" Temp_uint[1].xy = uvec2(equal(ivec4(GlobalConstantBuffer_26).xy, ivec4(ivec4(1, 2, 0, 0)).xy)) * 0xFFFFFFFFu;\n" +" if(vec4(Temp_uint[1].yyyy).x != 0.0) {\n" +" Temp[1].yzw = vec4(-Temp[0].zzzz).xyz;\n" +" } else {\n" +" Temp[1].yzw = vec4(-Temp[0].xxyz).xyz;\n" +" }\n" +" if(vec4(Temp_uint[1].xxxx).x != 0.0) {\n" +" Temp[0].yzw = vec4(-Temp[0].yyyy).xyz;\n" +" } else {\n" +" Temp[0].yzw = vec4(Temp[1].yyzw).xyz;\n" +" }\n" +" if(vec4(GlobalConstantBuffer_26).x != 0.0) {\n" +" Output0.xyz = vec4(Temp[0].yzwy).xyz;\n" +" } else {\n" +" Output0.xyz = vec4(-Temp[0].xxxx).xyz;\n" +" }\n" +" Output0.w = vec4(0.000000).w;\n" +" return;\n" +"}\n" +; +static const char* g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_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 sampler2D g_t1;\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_int[0].xy = ivec4(Input0.xyxx).xy;\n" +" Temp[0].zw = vec4(vec4(0.000000, 0.000000, 0.000000, 0.000000)).zw;\n" +" Temp[0].xyz = texelFetch(g_t1, ivec2((Temp_int[0]).xy), 0).xyz;\n" +" Temp[0].xyz = vec4(Temp[0].xyzx * GlobalConstantBuffer_28 + GlobalConstantBuffer_29).xyz;\n" +" Temp[1].xyz = vec4(Temp[0].yyyy * GlobalConstantBuffer_27[1].xyzx).xyz;\n" +" Temp[0].xyw = vec4(Temp[0].xxxx * GlobalConstantBuffer_27[0].xyxz + Temp[1].xyxz).xyw;\n" +" Temp[0].xyz = vec4(Temp[0].zzzz * GlobalConstantBuffer_27[2].xyzx + Temp[0].xywx).xyz;\n" +" Temp[0].w = vec4(dot((Temp[0].xyzx).xyz, (Temp[0].xyzx).xyz)).w;\n" +" Temp[0].w = vec4(inversesqrt(Temp[0].w)).w;\n" +" Temp[0].xyz = vec4(Temp[0].wwww * Temp[0].xyzx).xyz;\n" +" Temp_uint[1].xy = uvec2(equal(ivec4(GlobalConstantBuffer_26).xy, ivec4(ivec4(1, 2, 0, 0)).xy)) * 0xFFFFFFFFu;\n" +" if(vec4(Temp_uint[1].yyyy).x != 0.0) {\n" +" Temp[1].yzw = vec4(-Temp[0].zzzz).xyz;\n" +" } else {\n" +" Temp[1].yzw = vec4(-Temp[0].xxyz).xyz;\n" +" }\n" +" if(vec4(Temp_uint[1].xxxx).x != 0.0) {\n" +" Temp[0].yzw = vec4(-Temp[0].yyyy).xyz;\n" +" } else {\n" +" Temp[0].yzw = vec4(Temp[1].yyzw).xyz;\n" +" }\n" +" if(vec4(GlobalConstantBuffer_26).x != 0.0) {\n" +" Output0.xyz = vec4(Temp[0].yzwy).xyz;\n" +" } else {\n" +" Output0.xyz = vec4(-Temp[0].xxxx).xyz;\n" +" }\n" +" Output0.w = vec4(0.000000).w;\n" +" return;\n" +"}\n" +; +static const char* g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_2_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_t1;\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_int[0].xy = ivec4(Input0.xyxx).xy;\n" +" Temp[0].zw = vec4(vec4(0.000000, 0.000000, 0.000000, 0.000000)).zw;\n" +" Temp[0].xyz = texelFetch(g_t1, ivec2((Temp_int[0]).xy), 0).xyz;\n" +" Temp[0].xyz = vec4(Temp[0].xyzx * GlobalConstantBuffer_28 + GlobalConstantBuffer_29).xyz;\n" +" Temp[1].xyz = vec4(Temp[0].yyyy * GlobalConstantBuffer_27[1].xyzx).xyz;\n" +" Temp[0].xyw = vec4(Temp[0].xxxx * GlobalConstantBuffer_27[0].xyxz + Temp[1].xyxz).xyw;\n" +" Temp[0].xyz = vec4(Temp[0].zzzz * GlobalConstantBuffer_27[2].xyzx + Temp[0].xywx).xyz;\n" +" Temp[0].w = vec4(dot((Temp[0].xyzx).xyz, (Temp[0].xyzx).xyz)).w;\n" +" Temp[0].w = vec4(inversesqrt(Temp[0].w)).w;\n" +" Temp[0].xyz = vec4(Temp[0].wwww * Temp[0].xyzx).xyz;\n" +" Temp_uint[1].xy = uvec2(equal(ivec4(GlobalConstantBuffer_26).xy, ivec4(ivec4(1, 2, 0, 0)).xy)) * 0xFFFFFFFFu;\n" +" if(vec4(Temp_uint[1].yyyy).x != 0.0) {\n" +" Temp[1].yzw = vec4(-Temp[0].zzzz).xyz;\n" +" } else {\n" +" Temp[1].yzw = vec4(-Temp[0].xxyz).xyz;\n" +" }\n" +" if(vec4(Temp_uint[1].xxxx).x != 0.0) {\n" +" Temp[0].yzw = vec4(-Temp[0].yyyy).xyz;\n" +" } else {\n" +" Temp[0].yzw = vec4(Temp[1].yyzw).xyz;\n" +" }\n" +" if(vec4(GlobalConstantBuffer_26).x != 0.0) {\n" +" Output0.xyz = vec4(Temp[0].yzwy).xyz;\n" +" } else {\n" +" Output0.xyz = vec4(-Temp[0].xxxx).xyz;\n" +" }\n" +" Output0.w = vec4(0.000000).w;\n" +" return;\n" +"}\n" +; + +namespace Generated +{ + void DebugNormals_PS::Create(DevicePointer Device) + { + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_0].Create(Device, g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_0_GL, sizeof(g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_0_GL)); + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_1].Create(Device, g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_1_GL, sizeof(g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_1_GL)); + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_2].Create(Device, g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_2_GL, sizeof(g_DebugNormals_PS_FETCH_GBUFFER_NORMAL_2_GL)); + } + + void DebugNormals_PS::Release(DevicePointer Device) + { + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_0].Release(Device); + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_1].Release(Device); + m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_2].Release(Device); + } +} |