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gpu/internal/convertshaders,gpu: represent converted shaders with raw literals
Raw strings with linebreaks are easier to read and produce smaller diffs. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -2,16 +2,18 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include <common.inc>
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#include "common.h"
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layout(binding = 0) uniform Block {
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vec4 transform;
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vec4 uvTransformR1;
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vec4 uvTransformR2;
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float z;
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};
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} _block;
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layout(location = 0) in vec2 pos;
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@@ -20,7 +22,7 @@ layout(location = 1) in vec2 uv;
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layout(location = 0) out vec2 vUV;
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void main() {
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vec2 p = pos*transform.xy + transform.zw;
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gl_Position = toClipSpace(vec4(p, z, 1));
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vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy;
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vec2 p = pos*_block.transform.xy + _block.transform.zw;
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gl_Position = toClipSpace(vec4(p, _block.z, 1));
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vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
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}
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@@ -2,9 +2,11 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include <common.inc>
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#include "common.h"
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layout(binding = 0) uniform Block {
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vec4 transform;
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@@ -12,7 +14,7 @@ layout(binding = 0) uniform Block {
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vec4 uvTransformR1;
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vec4 uvTransformR2;
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float z;
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};
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} _block;
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layout(location = 0) in vec2 pos;
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@@ -22,8 +24,8 @@ layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
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vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy;
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gl_Position = toClipSpace(vec4(pos*_block.transform.xy + _block.transform.zw, _block.z, 1));
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vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
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vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
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vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
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vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy;
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}
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@@ -2,9 +2,11 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include <common.inc>
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#include "common.h"
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 uv;
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@@ -12,7 +14,7 @@ layout(location = 1) in vec2 uv;
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layout(binding = 0) uniform Block {
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vec4 uvTransform;
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vec4 subUVTransform;
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};
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} _block;
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layout(location = 0) out vec2 vUV;
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@@ -20,7 +22,7 @@ void main() {
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vec3 p = transform3x2(fboTransform, vec3(pos, 1.0));
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gl_Position = vec4(p, 1);
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vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
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vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
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vUV = uv3.xy*_block.subUVTransform.xy + _block.subUVTransform.zw;
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vUV = transform3x2(fboTextureTransform, vec3(vUV, 1.0)).xy;
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vUV = vUV*uvTransform.xy + uvTransform.zw;
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vUV = vUV*_block.uvTransform.xy + _block.uvTransform.zw;
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}
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@@ -7,7 +7,7 @@ precision highp float;
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layout(binding = 0) uniform Block {
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vec4 transform;
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vec2 pathOffset;
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};
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} _block;
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layout(location=0) in float corner;
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layout(location=1) in float maxy;
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@@ -23,10 +23,10 @@ void main() {
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// Add a one pixel overlap so curve quads cover their
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// entire curves. Could use conservative rasterization
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// if available.
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vec2 from = from + pathOffset;
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vec2 ctrl = ctrl + pathOffset;
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vec2 to = to + pathOffset;
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float maxy = maxy + pathOffset.y;
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vec2 from = from + _block.pathOffset;
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vec2 ctrl = ctrl + _block.pathOffset;
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vec2 to = to + _block.pathOffset;
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float maxy = maxy + _block.pathOffset.y;
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vec2 pos;
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float c = corner;
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if (c >= 0.375) {
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@@ -47,7 +47,7 @@ void main() {
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vFrom = from-pos;
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vCtrl = ctrl-pos;
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vTo = to-pos;
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pos = pos*transform.xy + transform.zw;
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pos = pos*_block.transform.xy + _block.transform.zw;
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gl_Position = vec4(pos, 1, 1);
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}
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