[External] Update SPIRV-Cross and its dependencies to fix an OpPhi translation issue

This commit is contained in:
Minmin Gong 2020-09-24 00:34:32 -07:00
Родитель 513d990e79
Коммит e0785d987a
19 изменённых файлов: 112 добавлений и 125 удалений

2
External/SPIRV-Cross.cmake поставляемый
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@ -1,7 +1,7 @@
# Copyright (c) Microsoft Corporation. All rights reserved.
# Licensed under the MIT License.
set(SPIRV_Cross_REV "1ad1662a2b4a41ed0076750b0cc2732cb89a19e8")
set(SPIRV_Cross_REV "8891bd35120ca91c252a66ccfdc3f9a9d03c70cd")
UpdateExternalLib("SPIRV-Cross" "https://github.com/KhronosGroup/SPIRV-Cross.git" ${SPIRV_Cross_REV})

4
External/SPIRV-Header.cmake поставляемый
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@ -1,12 +1,12 @@
# Copyright (c) Microsoft Corporation. All rights reserved.
# Licensed under the MIT License.
set(SPIRV_Headers_REV "f8bf11a0253a32375c32cad92c841237b96696c0")
set(SPIRV_Headers_REV "3fdabd0da2932c276b25b9b4a988ba134eba1aa6")
UpdateExternalLib("SPIRV-Headers" "https://github.com/KhronosGroup/SPIRV-Headers.git" ${SPIRV_Headers_REV})
add_subdirectory(SPIRV-Headers EXCLUDE_FROM_ALL)
foreach(target
"install-headers" "SPIRV-Headers-example" "SPIRV-Headers-example-1.1")
"install-headers" "SPIRV-Headers-example")
set_target_properties(${target} PROPERTIES FOLDER "External/SPIRV-Headers")
endforeach()

2
External/SPIRV-Tools.cmake поставляемый
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@ -1,7 +1,7 @@
# Copyright (c) Microsoft Corporation. All rights reserved.
# Licensed under the MIT License.
set(SPIRV_Tools_REV "fd773eb50d628c1981338addc093df879757c2cf")
set(SPIRV_Tools_REV "31c8213935118366892808db5735329fba2ed832")
UpdateExternalLib("SPIRV-Tools" "https://github.com/KhronosGroup/SPIRV-Tools.git" ${SPIRV_Tools_REV})

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@ -39,17 +39,13 @@ layout(std430) readonly buffer type_StructuredBuffer_ParticleForces
void main()
{
vec2 _53 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _57;
_57 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
for (uint _60 = 0u; _60 < 4u; )
{
_57 += (cbSimulationConstants.planes[_60].xy * (min(dot(vec3(particlesRO._m0[gl_GlobalInvocationID.x].position, 1.0), cbSimulationConstants.planes[_60]), 0.0) * (-cbSimulationConstants.wallStiffness)));
_60++;
continue;
}
vec2 _84 = _53 + ((_57 + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = particlesRO._m0[gl_GlobalInvocationID.x].position + (_84 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _84;
vec2 _52 = particlesRO._m0[gl_GlobalInvocationID.x].position;
vec2 _54 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _56 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
vec3 _59 = vec3(_52, 1.0);
float _67 = -cbSimulationConstants.wallStiffness;
vec2 _102 = _54 + ((((((_56 + (cbSimulationConstants.planes[0u].xy * (min(dot(_59, cbSimulationConstants.planes[0u]), 0.0) * _67))) + (cbSimulationConstants.planes[1u].xy * (min(dot(_59, cbSimulationConstants.planes[1u]), 0.0) * _67))) + (cbSimulationConstants.planes[2u].xy * (min(dot(_59, cbSimulationConstants.planes[2u]), 0.0) * _67))) + (cbSimulationConstants.planes[3u].xy * (min(dot(_59, cbSimulationConstants.planes[3u]), 0.0) * _67))) + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = _52 + (_102 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _102;
}

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@ -37,17 +37,13 @@ layout(binding = 2, std430) readonly buffer type_StructuredBuffer_ParticleForces
void main()
{
vec2 _53 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _57;
_57 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
for (uint _60 = 0u; _60 < 4u; )
{
_57 += (cbSimulationConstants.planes[_60].xy * (min(dot(vec3(particlesRO._m0[gl_GlobalInvocationID.x].position, 1.0), cbSimulationConstants.planes[_60]), 0.0) * (-cbSimulationConstants.wallStiffness)));
_60++;
continue;
}
vec2 _84 = _53 + ((_57 + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = particlesRO._m0[gl_GlobalInvocationID.x].position + (_84 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _84;
vec2 _52 = particlesRO._m0[gl_GlobalInvocationID.x].position;
vec2 _54 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _56 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
vec3 _59 = vec3(_52, 1.0);
float _67 = -cbSimulationConstants.wallStiffness;
vec2 _102 = _54 + ((((((_56 + (cbSimulationConstants.planes[0u].xy * (min(dot(_59, cbSimulationConstants.planes[0u]), 0.0) * _67))) + (cbSimulationConstants.planes[1u].xy * (min(dot(_59, cbSimulationConstants.planes[1u]), 0.0) * _67))) + (cbSimulationConstants.planes[2u].xy * (min(dot(_59, cbSimulationConstants.planes[2u]), 0.0) * _67))) + (cbSimulationConstants.planes[3u].xy * (min(dot(_59, cbSimulationConstants.planes[3u]), 0.0) * _67))) + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = _52 + (_102 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _102;
}

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@ -38,17 +38,13 @@ layout(std430) readonly buffer type_StructuredBuffer_ParticleForces
void main()
{
vec2 _53 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _57;
_57 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
for (uint _60 = 0u; _60 < 4u; )
{
_57 += (cbSimulationConstants.planes[_60].xy * (min(dot(vec3(particlesRO._m0[gl_GlobalInvocationID.x].position, 1.0), cbSimulationConstants.planes[_60]), 0.0) * (-cbSimulationConstants.wallStiffness)));
_60++;
continue;
}
vec2 _84 = _53 + ((_57 + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = particlesRO._m0[gl_GlobalInvocationID.x].position + (_84 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _84;
vec2 _52 = particlesRO._m0[gl_GlobalInvocationID.x].position;
vec2 _54 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
vec2 _56 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
vec3 _59 = vec3(_52, 1.0);
float _67 = -cbSimulationConstants.wallStiffness;
vec2 _102 = _54 + ((((((_56 + (cbSimulationConstants.planes[0u].xy * (min(dot(_59, cbSimulationConstants.planes[0u]), 0.0) * _67))) + (cbSimulationConstants.planes[1u].xy * (min(dot(_59, cbSimulationConstants.planes[1u]), 0.0) * _67))) + (cbSimulationConstants.planes[2u].xy * (min(dot(_59, cbSimulationConstants.planes[2u]), 0.0) * _67))) + (cbSimulationConstants.planes[3u].xy * (min(dot(_59, cbSimulationConstants.planes[3u]), 0.0) * _67))) + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = _52 + (_102 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _102;
}

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@ -29,19 +29,14 @@ struct SPIRV_Cross_Input
void comp_main()
{
float2 _53 = asfloat(particlesRO.Load2(gl_GlobalInvocationID.x * 16 + 8));
float2 _57;
_57 = asfloat(particlesForcesRO.Load2(gl_GlobalInvocationID.x * 8 + 0));
[unroll]
for (uint _60 = 0u; _60 < 4u; )
{
_57 += (cbSimulationConstants_planes[_60].xy * (min(dot(float3(asfloat(particlesRO.Load2(gl_GlobalInvocationID.x * 16 + 0)), 1.0f), cbSimulationConstants_planes[_60]), 0.0f) * (-cbSimulationConstants_wallStiffness)));
_60++;
continue;
}
float2 _84 = _53 + ((_57 + cbSimulationConstants_gravity.xy) * cbSimulationConstants_timeStep);
particlesRW.Store2(gl_GlobalInvocationID.x * 16 + 0, asuint(asfloat(particlesRO.Load2(gl_GlobalInvocationID.x * 16 + 0)) + (_84 * cbSimulationConstants_timeStep)));
particlesRW.Store2(gl_GlobalInvocationID.x * 16 + 8, asuint(_84));
float2 _52 = asfloat(particlesRO.Load2(gl_GlobalInvocationID.x * 16 + 0));
float2 _54 = asfloat(particlesRO.Load2(gl_GlobalInvocationID.x * 16 + 8));
float2 _56 = asfloat(particlesForcesRO.Load2(gl_GlobalInvocationID.x * 8 + 0));
float3 _59 = float3(_52, 1.0f);
float _67 = -cbSimulationConstants_wallStiffness;
float2 _102 = _54 + ((((((_56 + (cbSimulationConstants_planes[0u].xy * (min(dot(_59, cbSimulationConstants_planes[0u]), 0.0f) * _67))) + (cbSimulationConstants_planes[1u].xy * (min(dot(_59, cbSimulationConstants_planes[1u]), 0.0f) * _67))) + (cbSimulationConstants_planes[2u].xy * (min(dot(_59, cbSimulationConstants_planes[2u]), 0.0f) * _67))) + (cbSimulationConstants_planes[3u].xy * (min(dot(_59, cbSimulationConstants_planes[3u]), 0.0f) * _67))) + cbSimulationConstants_gravity.xy) * cbSimulationConstants_timeStep);
particlesRW.Store2(gl_GlobalInvocationID.x * 16 + 0, asuint(_52 + (_102 * cbSimulationConstants_timeStep)));
particlesRW.Store2(gl_GlobalInvocationID.x * 16 + 8, asuint(_102));
}
[numthreads(256, 1, 1)]

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@ -39,17 +39,13 @@ struct type_StructuredBuffer_ParticleForces
kernel void main0(constant type_cbSimulationConstants& cbSimulationConstants [[buffer(0)]], device type_RWStructuredBuffer_Particle& particlesRW [[buffer(1)]], const device type_StructuredBuffer_Particle& particlesRO [[buffer(2)]], const device type_StructuredBuffer_ParticleForces& particlesForcesRO [[buffer(3)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
float2 _53 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
float2 _57;
_57 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
for (uint _60 = 0u; _60 < 4u; )
{
_57 += (cbSimulationConstants.planes[_60].xy * (fast::min(dot(float3(particlesRO._m0[gl_GlobalInvocationID.x].position, 1.0), cbSimulationConstants.planes[_60]), 0.0) * (-cbSimulationConstants.wallStiffness)));
_60++;
continue;
}
float2 _84 = _53 + ((_57 + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = particlesRO._m0[gl_GlobalInvocationID.x].position + (_84 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _84;
float2 _52 = particlesRO._m0[gl_GlobalInvocationID.x].position;
float2 _54 = particlesRO._m0[gl_GlobalInvocationID.x].velocity;
float2 _56 = particlesForcesRO._m0[gl_GlobalInvocationID.x].acceleration;
float3 _59 = float3(_52, 1.0);
float _67 = -cbSimulationConstants.wallStiffness;
float2 _102 = _54 + ((((((_56 + (cbSimulationConstants.planes[0u].xy * (fast::min(dot(_59, cbSimulationConstants.planes[0u]), 0.0) * _67))) + (cbSimulationConstants.planes[1u].xy * (fast::min(dot(_59, cbSimulationConstants.planes[1u]), 0.0) * _67))) + (cbSimulationConstants.planes[2u].xy * (fast::min(dot(_59, cbSimulationConstants.planes[2u]), 0.0) * _67))) + (cbSimulationConstants.planes[3u].xy * (fast::min(dot(_59, cbSimulationConstants.planes[3u]), 0.0) * _67))) + cbSimulationConstants.gravity.xy) * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].position = _52 + (_102 * cbSimulationConstants.timeStep);
particlesRW._m0[gl_GlobalInvocationID.x].velocity = _102;
}

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@ -4,10 +4,10 @@
uniform sampler2D SPIRV_Cross_CombinedcolorTexpointSampler;
uniform sampler2D SPIRV_Cross_CombinedcolorTexlinearSampler;
varying vec2 varying_TEXCOORD0;
varying vec2 in_var_TEXCOORD0;
void main()
{
gl_FragData[0] = texture2D(SPIRV_Cross_CombinedcolorTexpointSampler, varying_TEXCOORD0) + texture2D(SPIRV_Cross_CombinedcolorTexlinearSampler, varying_TEXCOORD0);
gl_FragData[0] = texture2D(SPIRV_Cross_CombinedcolorTexpointSampler, in_var_TEXCOORD0) + texture2D(SPIRV_Cross_CombinedcolorTexlinearSampler, in_var_TEXCOORD0);
}

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@ -3,9 +3,6 @@
layout(points) in;
layout(max_vertices = 4, triangle_strip) out;
const vec3 _43[4] = vec3[](vec3(-1.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(-1.0, -1.0, 0.0), vec3(1.0, -1.0, 0.0));
const vec2 _48[4] = vec2[](vec2(0.0, 1.0), vec2(1.0), vec2(0.0), vec2(1.0, 0.0));
layout(std140) uniform type_cbMain
{
mat4 invView;
@ -17,14 +14,19 @@ out vec2 out_var_TEXCOORD0;
void main()
{
for (int _55 = 0; _55 < 4; )
{
gl_Position = cbMain.viewProj * vec4((mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz) * (_43[_55] * 5.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = _48[_55];
EmitVertex();
_55++;
continue;
}
mat3 _49 = mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz);
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0, 1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0, 0.0);
EmitVertex();
EndPrimitive();
}

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@ -8,9 +8,6 @@ out gl_PerVertex
vec4 gl_Position;
};
const vec3 _43[4] = vec3[](vec3(-1.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(-1.0, -1.0, 0.0), vec3(1.0, -1.0, 0.0));
const vec2 _48[4] = vec2[](vec2(0.0, 1.0), vec2(1.0), vec2(0.0), vec2(1.0, 0.0));
layout(std140) uniform type_cbMain
{
mat4 invView;
@ -22,14 +19,19 @@ layout(location = 0) out vec2 out_var_TEXCOORD0;
void main()
{
for (int _55 = 0; _55 < 4; )
{
gl_Position = cbMain.viewProj * vec4((mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz) * (_43[_55] * 5.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = _48[_55];
EmitVertex();
_55++;
continue;
}
mat3 _49 = mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz);
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0, 1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0, 0.0);
EmitVertex();
EndPrimitive();
}

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@ -3,9 +3,6 @@
layout(points) in;
layout(max_vertices = 4, triangle_strip) out;
const vec3 _43[4] = vec3[](vec3(-1.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(-1.0, -1.0, 0.0), vec3(1.0, -1.0, 0.0));
const vec2 _48[4] = vec2[](vec2(0.0, 1.0), vec2(1.0), vec2(0.0), vec2(1.0, 0.0));
layout(binding = 0, std140) uniform type_cbMain
{
mat4 invView;
@ -17,14 +14,19 @@ layout(location = 0) out vec2 out_var_TEXCOORD0;
void main()
{
for (int _55 = 0; _55 < 4; )
{
gl_Position = cbMain.viewProj * vec4((mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz) * (_43[_55] * 5.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = _48[_55];
EmitVertex();
_55++;
continue;
}
mat3 _49 = mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz);
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0, 1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0, 0.0);
EmitVertex();
EndPrimitive();
}

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@ -7,9 +7,6 @@ out gl_PerVertex
vec4 gl_Position;
};
const vec3 _43[4] = vec3[](vec3(-1.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(-1.0, -1.0, 0.0), vec3(1.0, -1.0, 0.0));
const vec2 _48[4] = vec2[](vec2(0.0, 1.0), vec2(1.0), vec2(0.0), vec2(1.0, 0.0));
layout(std140) uniform type_cbMain
{
mat4 invView;
@ -21,14 +18,19 @@ layout(location = 0) out vec2 out_var_TEXCOORD0;
void main()
{
for (int _55 = 0; _55 < 4; )
{
gl_Position = cbMain.viewProj * vec4((mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz) * (_43[_55] * 5.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = _48[_55];
EmitVertex();
_55++;
continue;
}
mat3 _49 = mat3(cbMain.invView[0].xyz, cbMain.invView[1].xyz, cbMain.invView[2].xyz);
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0, 1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, 5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(-5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(0.0);
EmitVertex();
gl_Position = cbMain.viewProj * vec4((_49 * vec3(5.0, -5.0, 0.0)) + in_var_POSITION[0].xyz, 1.0);
out_var_TEXCOORD0 = vec2(1.0, 0.0);
EmitVertex();
EndPrimitive();
}

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@ -2,11 +2,11 @@
precision mediump float;
precision highp int;
in highp vec4 varying_COLOR;
in highp vec4 in_var_COLOR;
layout(location = 0) out highp vec4 out_var_SV_Target;
void main()
{
out_var_SV_Target = varying_COLOR;
out_var_SV_Target = in_var_COLOR;
}

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@ -1,11 +1,11 @@
#version 300
#extension GL_ARB_separate_shader_objects : require
layout(location = 0) in vec4 varying_COLOR;
layout(location = 0) in vec4 in_var_COLOR;
out vec4 out_var_SV_Target;
void main()
{
out_var_SV_Target = varying_COLOR;
out_var_SV_Target = in_var_COLOR;
}

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@ -2,11 +2,11 @@
layout(location = 0) in vec4 in_var_POSITION;
layout(location = 1) in vec2 in_var_TEXCOORD0;
out vec2 varying_TEXCOORD0;
out vec2 out_var_TEXCOORD0;
void main()
{
varying_TEXCOORD0 = in_var_TEXCOORD0;
out_var_TEXCOORD0 = in_var_TEXCOORD0;
gl_Position = in_var_POSITION;
}

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@ -8,11 +8,11 @@ out gl_PerVertex
in vec4 in_var_POSITION;
in vec2 in_var_TEXCOORD0;
layout(location = 0) out vec2 varying_TEXCOORD0;
layout(location = 0) out vec2 out_var_TEXCOORD0;
void main()
{
varying_TEXCOORD0 = in_var_TEXCOORD0;
out_var_TEXCOORD0 = in_var_TEXCOORD0;
gl_Position = in_var_POSITION;
}

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@ -11,15 +11,15 @@ uniform highp sampler2D SPIRV_Cross_CombinedcolorTexpointSampler;
uniform highp sampler2D SPIRV_Cross_CombinedbloomTexlinearSampler;
uniform highp sampler2D SPIRV_Cross_CombinedlumTexpointSampler;
in highp vec2 varying_TEXCOORD0;
in highp vec2 in_var_TEXCOORD0;
layout(location = 0) out highp vec4 out_var_SV_Target;
void main()
{
highp vec4 _45 = texture(SPIRV_Cross_CombinedcolorTexpointSampler, varying_TEXCOORD0);
highp vec4 _45 = texture(SPIRV_Cross_CombinedcolorTexpointSampler, in_var_TEXCOORD0);
highp vec3 _62 = (_45.xyz * (0.7200000286102294921875 / ((texture(SPIRV_Cross_CombinedlumTexpointSampler, vec2(0.5)).x * cbPS.lumStrength) + 0.001000000047497451305389404296875))).xyz;
highp vec3 _66 = (_62 * (vec3(1.0) + (_62 * vec3(0.666666686534881591796875)))).xyz;
highp vec3 _71 = (_66 / (vec3(1.0) + _66)).xyz + (texture(SPIRV_Cross_CombinedbloomTexlinearSampler, varying_TEXCOORD0).xyz * 0.60000002384185791015625);
highp vec3 _71 = (_66 / (vec3(1.0) + _66)).xyz + (texture(SPIRV_Cross_CombinedbloomTexlinearSampler, in_var_TEXCOORD0).xyz * 0.60000002384185791015625);
highp vec4 _73 = vec4(_71.x, _71.y, _71.z, _45.w);
_73.w = 1.0;
out_var_SV_Target = _73;

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@ -10,15 +10,15 @@ uniform sampler2D SPIRV_Cross_CombinedcolorTexpointSampler;
uniform sampler2D SPIRV_Cross_CombinedbloomTexlinearSampler;
uniform sampler2D SPIRV_Cross_CombinedlumTexpointSampler;
layout(location = 0) in vec2 varying_TEXCOORD0;
layout(location = 0) in vec2 in_var_TEXCOORD0;
out vec4 out_var_SV_Target;
void main()
{
vec4 _45 = texture(SPIRV_Cross_CombinedcolorTexpointSampler, varying_TEXCOORD0);
vec4 _45 = texture(SPIRV_Cross_CombinedcolorTexpointSampler, in_var_TEXCOORD0);
vec3 _62 = (_45.xyz * (0.7200000286102294921875 / ((texture(SPIRV_Cross_CombinedlumTexpointSampler, vec2(0.5)).x * cbPS.lumStrength) + 0.001000000047497451305389404296875))).xyz;
vec3 _66 = (_62 * (vec3(1.0) + (_62 * vec3(0.666666686534881591796875)))).xyz;
vec3 _71 = (_66 / (vec3(1.0) + _66)).xyz + (texture(SPIRV_Cross_CombinedbloomTexlinearSampler, varying_TEXCOORD0).xyz * 0.60000002384185791015625);
vec3 _71 = (_66 / (vec3(1.0) + _66)).xyz + (texture(SPIRV_Cross_CombinedbloomTexlinearSampler, in_var_TEXCOORD0).xyz * 0.60000002384185791015625);
vec4 _73 = vec4(_71.x, _71.y, _71.z, _45.w);
_73.w = 1.0;
out_var_SV_Target = _73;