diff options
Diffstat (limited to 'src/shaders/out/gl/LinearizeDepth_PS.cpp')
| -rw-r--r-- | src/shaders/out/gl/LinearizeDepth_PS.cpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/src/shaders/out/gl/LinearizeDepth_PS.cpp b/src/shaders/out/gl/LinearizeDepth_PS.cpp new file mode 100644 index 0000000..13b0522 --- /dev/null +++ b/src/shaders/out/gl/LinearizeDepth_PS.cpp @@ -0,0 +1,145 @@ +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); + } +} |