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path: root/src/shaders/out/gl/DeinterleaveDepth_PS.cpp
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Diffstat (limited to 'src/shaders/out/gl/DeinterleaveDepth_PS.cpp')
-rw-r--r--src/shaders/out/gl/DeinterleaveDepth_PS.cpp112
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);
+ }
+}