diff options
Diffstat (limited to 'src/shaders/out/gl/DeinterleaveDepth_PS.cpp')
| -rw-r--r-- | src/shaders/out/gl/DeinterleaveDepth_PS.cpp | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/src/shaders/out/gl/DeinterleaveDepth_PS.cpp b/src/shaders/out/gl/DeinterleaveDepth_PS.cpp new file mode 100644 index 0000000..13aa843 --- /dev/null +++ b/src/shaders/out/gl/DeinterleaveDepth_PS.cpp @@ -0,0 +1,112 @@ +static const char* g_DeinterleaveDepth_PS_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" +"struct PerPassConstantBuffer_0_Type {\n" +" vec4 f4Jitter;\n" +" vec2 f2Offset;\n" +" float fSliceIndex;\n" +" uint uSliceIndex;\n" +"};\n" +"uniform PerPassConstantBuffer {\n" +" PerPassConstantBuffer_0_Type PerPassConstantBuffer_0;\n" +"};\n" +"uniform sampler2D g_t0;\n" +"vec4 Input0;\n" +"out vec4 PixOutput0;\n" +"#define Output0 PixOutput0\n" +"out vec4 PixOutput1;\n" +"#define Output1 PixOutput1\n" +"out vec4 PixOutput2;\n" +"#define Output2 PixOutput2\n" +"out vec4 PixOutput3;\n" +"#define Output3 PixOutput3\n" +"out vec4 PixOutput4;\n" +"#define Output4 PixOutput4\n" +"out vec4 PixOutput5;\n" +"#define Output5 PixOutput5\n" +"out vec4 PixOutput6;\n" +"#define Output6 PixOutput6\n" +"out vec4 PixOutput7;\n" +"#define Output7 PixOutput7\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(floor(Input0.xyxx)).xy;\n" +" Temp[0].xy = vec4(Temp[0].xyxx * vec4(4.000000, 4.000000, 0.000000, 0.000000) + PerPassConstantBuffer_0.f2Offset.xyxx.xyxx).xy;\n" +" Temp[0].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz).xy;\n" +" Temp[0].z = (texture(g_t0, Temp[0].xy).yzxw).z;\n" +" Output0.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(1, 0)).yzxw).z;\n" +" Output1.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(2, 0)).yzxw).z;\n" +" Output2.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(3, 0)).yzxw).z;\n" +" Output3.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(0, 1)).yzxw).z;\n" +" Output4.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(1, 1)).yzxw).z;\n" +" Output5.x = vec4(Temp[0].z).x;\n" +" Temp[0].z = (textureOffset(g_t0, Temp[0].xy, ivec2(2, 1)).yzxw).z;\n" +" Temp[0].x = (textureOffset(g_t0, Temp[0].xy, ivec2(3, 1))).x;\n" +" Output7.x = vec4(Temp[0].x).x;\n" +" Output6.x = vec4(Temp[0].z).x;\n" +" return;\n" +"}\n" +; + +namespace Generated +{ + void DeinterleaveDepth_PS::Create(DevicePointer Device) + { + m_Shader.Create(Device, g_DeinterleaveDepth_PS_GL, sizeof(g_DeinterleaveDepth_PS_GL)); + } + + void DeinterleaveDepth_PS::Release(DevicePointer Device) + { + m_Shader.Release(Device); + } +} |