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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);
}
}
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