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); } }