SPIRV-Cross/shaders-msl-no-opt/vert/functions_nested.vert

133 строки
3.5 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(std140, set = 0, binding = 0) uniform VertexBuffer
{
mat4 scale_offset_mat;
uint vertex_base_index;
ivec4 input_attributes[16];
};
layout(set=0, binding=3) uniform usamplerBuffer buff_in_1;
layout(set=0, binding=4) uniform usamplerBuffer buff_in_2;
layout(location=10) out vec4 back_color;
layout(location=0) out vec4 tc0;
layout(std140, set=0, binding = 1) uniform VertexConstantsBuffer
{
vec4 vc[16];
};
struct attr_desc
{
int type;
int attribute_size;
int starting_offset;
int stride;
int swap_bytes;
int is_volatile;
};
uint get_bits(uvec4 v, int swap)
{
if (swap != 0) return (v.w | v.z << 8 | v.y << 16 | v.x << 24);
return (v.x | v.y << 8 | v.z << 16 | v.w << 24);
}
vec4 fetch_attr(attr_desc desc, int vertex_id, usamplerBuffer input_stream)
{
vec4 result = vec4(0.0f, 0.0f, 0.0f, 1.0f);
uvec4 tmp;
uint bits;
bool reverse_order = false;
int first_byte = (vertex_id * desc.stride) + desc.starting_offset;
for (int n = 0; n < 4; n++)
{
if (n == desc.attribute_size) break;
switch (desc.type)
{
case 0:
//signed normalized 16-bit
tmp.x = texelFetch(input_stream, first_byte++).x;
tmp.y = texelFetch(input_stream, first_byte++).x;
result[n] = get_bits(tmp, desc.swap_bytes);
break;
case 1:
//float
tmp.x = texelFetch(input_stream, first_byte++).x;
tmp.y = texelFetch(input_stream, first_byte++).x;
tmp.z = texelFetch(input_stream, first_byte++).x;
tmp.w = texelFetch(input_stream, first_byte++).x;
result[n] = uintBitsToFloat(get_bits(tmp, desc.swap_bytes));
break;
case 2:
//unsigned byte
result[n] = texelFetch(input_stream, first_byte++).x;
reverse_order = (desc.swap_bytes != 0);
break;
}
}
return (reverse_order)? result.wzyx: result;
}
attr_desc fetch_desc(int location)
{
attr_desc result;
int attribute_flags = input_attributes[location].w;
result.type = input_attributes[location].x;
result.attribute_size = input_attributes[location].y;
result.starting_offset = input_attributes[location].z;
result.stride = attribute_flags & 0xFF;
result.swap_bytes = (attribute_flags >> 8) & 0x1;
result.is_volatile = (attribute_flags >> 9) & 0x1;
return result;
}
vec4 read_location(int location)
{
attr_desc desc = fetch_desc(location);
int vertex_id = gl_VertexIndex - int(vertex_base_index);
if (desc.is_volatile != 0)
return fetch_attr(desc, vertex_id, buff_in_2);
else
return fetch_attr(desc, vertex_id, buff_in_1);
}
void vs_adjust(inout vec4 dst_reg0, inout vec4 dst_reg1, inout vec4 dst_reg7)
{
vec4 tmp0;
vec4 tmp1;
vec4 in_diff_color= read_location(3);
vec4 in_pos= read_location(0);
vec4 in_tc0= read_location(8);
dst_reg1 = (in_diff_color * vc[13]);
tmp0.x = vec4(dot(vec4(in_pos.xyzx.xyz, 1.0), vc[4])).x;
tmp0.y = vec4(dot(vec4(in_pos.xyzx.xyz, 1.0), vc[5])).y;
tmp0.z = vec4(dot(vec4(in_pos.xyzx.xyz, 1.0), vc[6])).z;
tmp1.xy = in_tc0.xyxx.xy;
tmp1.z = vc[15].xxxx.z;
dst_reg7.y = vec4(dot(vec4(tmp1.xyzx.xyz, 1.0), vc[8])).y;
dst_reg7.x = vec4(dot(vec4(tmp1.xyzx.xyz, 1.0), vc[7])).x;
dst_reg0.y = vec4(dot(vec4(tmp0.xyzx.xyz, 1.0), vc[1])).y;
dst_reg0.x = vec4(dot(vec4(tmp0.xyzx.xyz, 1.0), vc[0])).x;
}
void main ()
{
vec4 dst_reg0= vec4(0.0f, 0.0f, 0.0f, 1.0f);
vec4 dst_reg1= vec4(0.0, 0.0, 0.0, 0.0);
vec4 dst_reg7= vec4(0.0, 0.0, 0.0, 0.0);
vs_adjust(dst_reg0, dst_reg1, dst_reg7);
gl_Position = dst_reg0;
back_color = dst_reg1;
tc0 = dst_reg7;
gl_Position = gl_Position * scale_offset_mat;
}