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path: root/src/shaders/out/gl/LinearizeDepth_PS.cpp
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Diffstat (limited to 'src/shaders/out/gl/LinearizeDepth_PS.cpp')
-rw-r--r--src/shaders/out/gl/LinearizeDepth_PS.cpp145
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);
+ }
+}