mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
4e3bfd5b1b
Signed-off-by: Elias Naur <mail@eliasnaur.com>
591 lines
20 KiB
Go
591 lines
20 KiB
Go
// Code generated by build.go. DO NOT EDIT.
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package gpu
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var (
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shader_blit_frag = [...]ShaderSources{
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ShaderSources{
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Uniforms: []UniformLocation{
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{Name: "_12._color", Type: 0, Size: 4, Offset: 0},
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},
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UniformSize: 16,
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 _color;\n};\n\nuniform Color _12;\n\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = _12._color;\n}\n\n",
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/*
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cbuffer Color : register(b0)
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{
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float4 _12_color : packoffset(c0);
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};
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static float4 fragColor;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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float2 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragColor : SV_Target0;
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};
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void frag_main()
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{
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fragColor = _12_color;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.fragColor = fragColor;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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},
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ShaderSources{
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Textures: []TextureBinding{
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{Name: "tex", Binding: 0},
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},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\n\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = texture2D(tex, vUV);\n}\n\n",
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/*
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Texture2D<float4> tex : register(t0);
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SamplerState _tex_sampler : register(s0);
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static float4 fragColor;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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float2 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragColor : SV_Target0;
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};
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void frag_main()
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{
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fragColor = tex.Sample(_tex_sampler, vUV);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.fragColor = fragColor;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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},
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}
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shader_blit_vert = ShaderSources{
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Inputs: []InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []UniformLocation{
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{Name: "_15.z", Type: 0, Size: 1, Offset: 0},
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{Name: "_15.scale", Type: 0, Size: 2, Offset: 8},
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{Name: "_15.offset", Type: 0, Size: 2, Offset: 16},
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{Name: "_15.uvScale", Type: 0, Size: 2, Offset: 24},
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{Name: "_15.uvOffset", Type: 0, Size: 2, Offset: 32},
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},
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UniformSize: 40,
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GLES2: "#version 100\n\nstruct Block\n{\n float z;\n vec2 scale;\n vec2 offset;\n vec2 uvScale;\n vec2 uvOffset;\n};\n\nuniform Block _15;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p *= _15.scale;\n p += _15.offset;\n gl_Position = vec4(p, _15.z, 1.0);\n vUV = (uv * _15.uvScale) + _15.uvOffset;\n}\n\n",
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/*
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cbuffer Block : register(b0)
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{
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float _15_z : packoffset(c0);
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float2 _15_scale : packoffset(c0.z);
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float2 _15_offset : packoffset(c1);
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float2 _15_uvScale : packoffset(c1.z);
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float2 _15_uvOffset : packoffset(c2);
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};
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static float4 gl_Position;
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static float2 pos;
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static float2 vUV;
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static float2 uv;
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struct SPIRV_Cross_Input
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{
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float2 pos : POSITION;
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float2 uv : NORMAL;
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};
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struct SPIRV_Cross_Output
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{
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float2 vUV : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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float2 p = pos;
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p *= _15_scale;
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p += _15_offset;
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gl_Position = float4(p, _15_z, 1.0f);
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vUV = (uv * _15_uvScale) + _15_uvOffset;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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pos = stage_input.pos;
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uv = stage_input.uv;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vUV = vUV;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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}
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shader_cover_frag = [...]ShaderSources{
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ShaderSources{
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Uniforms: []UniformLocation{
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{Name: "_12._color", Type: 0, Size: 4, Offset: 0},
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},
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UniformSize: 16,
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Textures: []TextureBinding{
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{Name: "cover", Binding: 1},
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},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 _color;\n};\n\nuniform Color _12;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vCoverUV;\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = _12._color;\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
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/*
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cbuffer Color : register(b0)
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{
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float4 _12_color : packoffset(c0);
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};
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Texture2D<float4> cover : register(t1);
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SamplerState _cover_sampler : register(s1);
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static float4 fragColor;
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static float2 vCoverUV;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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float2 vCoverUV : TEXCOORD0;
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float2 vUV : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragColor : SV_Target0;
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};
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void frag_main()
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{
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fragColor = _12_color;
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float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
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fragColor *= cover_1;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vCoverUV = stage_input.vCoverUV;
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.fragColor = fragColor;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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},
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ShaderSources{
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Textures: []TextureBinding{
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{Name: "tex", Binding: 0},
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{Name: "cover", Binding: 1},
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},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\nuniform mediump sampler2D cover;\n\nvarying vec2 vUV;\nvarying highp vec2 vCoverUV;\n\nvoid main()\n{\n gl_FragData[0] = texture2D(tex, vUV);\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
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/*
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Texture2D<float4> tex : register(t0);
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SamplerState _tex_sampler : register(s0);
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Texture2D<float4> cover : register(t1);
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SamplerState _cover_sampler : register(s1);
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static float4 fragColor;
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static float2 vUV;
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static float2 vCoverUV;
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struct SPIRV_Cross_Input
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{
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float2 vCoverUV : TEXCOORD0;
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float2 vUV : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragColor : SV_Target0;
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};
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void frag_main()
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{
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fragColor = tex.Sample(_tex_sampler, vUV);
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float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
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fragColor *= cover_1;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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vCoverUV = stage_input.vCoverUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.fragColor = fragColor;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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},
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}
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shader_cover_vert = ShaderSources{
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Inputs: []InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []UniformLocation{
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{Name: "_19.z", Type: 0, Size: 1, Offset: 0},
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{Name: "_19.scale", Type: 0, Size: 2, Offset: 8},
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{Name: "_19.offset", Type: 0, Size: 2, Offset: 16},
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{Name: "_19.uvCoverScale", Type: 0, Size: 2, Offset: 24},
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{Name: "_19.uvCoverOffset", Type: 0, Size: 2, Offset: 32},
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{Name: "_19.uvScale", Type: 0, Size: 2, Offset: 40},
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{Name: "_19.uvOffset", Type: 0, Size: 2, Offset: 48},
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},
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UniformSize: 56,
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GLES2: "#version 100\n\nstruct Block\n{\n float z;\n vec2 scale;\n vec2 offset;\n vec2 uvCoverScale;\n vec2 uvCoverOffset;\n vec2 uvScale;\n vec2 uvOffset;\n};\n\nuniform Block _19;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\nvarying vec2 vCoverUV;\n\nvoid main()\n{\n gl_Position = vec4((pos * _19.scale) + _19.offset, _19.z, 1.0);\n vUV = (uv * _19.uvScale) + _19.uvOffset;\n vCoverUV = (uv * _19.uvCoverScale) + _19.uvCoverOffset;\n}\n\n",
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/*
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cbuffer Block : register(b0)
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{
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float _19_z : packoffset(c0);
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float2 _19_scale : packoffset(c0.z);
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float2 _19_offset : packoffset(c1);
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float2 _19_uvCoverScale : packoffset(c1.z);
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float2 _19_uvCoverOffset : packoffset(c2);
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float2 _19_uvScale : packoffset(c2.z);
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float2 _19_uvOffset : packoffset(c3);
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};
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static float4 gl_Position;
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static float2 pos;
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static float2 vUV;
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static float2 uv;
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static float2 vCoverUV;
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struct SPIRV_Cross_Input
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{
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float2 pos : POSITION;
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float2 uv : NORMAL;
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};
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struct SPIRV_Cross_Output
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{
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float2 vCoverUV : TEXCOORD0;
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float2 vUV : TEXCOORD1;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = float4((pos * _19_scale) + _19_offset, _19_z, 1.0f);
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vUV = (uv * _19_uvScale) + _19_uvOffset;
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vCoverUV = (uv * _19_uvCoverScale) + _19_uvCoverOffset;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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pos = stage_input.pos;
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uv = stage_input.uv;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vUV = vUV;
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stage_output.vCoverUV = vCoverUV;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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}
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shader_intersect_frag = ShaderSources{
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Textures: []TextureBinding{
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{Name: "cover", Binding: 0},
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},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vUV;\n\nvoid main()\n{\n float cover_1 = abs(texture2D(cover, vUV).x);\n gl_FragData[0].x = cover_1;\n}\n\n",
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/*
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Texture2D<float4> cover : register(t0);
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SamplerState _cover_sampler : register(s0);
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static float2 vUV;
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static float4 fragColor;
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struct SPIRV_Cross_Input
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{
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float2 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragColor : SV_Target0;
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};
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void frag_main()
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{
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float cover_1 = abs(cover.Sample(_cover_sampler, vUV).x);
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fragColor.x = cover_1;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.fragColor = fragColor;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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}
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shader_intersect_vert = ShaderSources{
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Inputs: []InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []UniformLocation{
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{Name: "_40.scale", Type: 0, Size: 2, Offset: 0},
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{Name: "_40.offset", Type: 0, Size: 2, Offset: 8},
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},
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UniformSize: 16,
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GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n};\n\nuniform Block _40;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * _40.scale) + _40.offset;\n}\n\n",
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/*
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cbuffer Block : register(b0)
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{
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float2 _40_scale : packoffset(c0);
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float2 _40_offset : packoffset(c0.z);
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};
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static float4 gl_Position;
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static float2 pos;
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static float2 vUV;
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static float2 uv;
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struct SPIRV_Cross_Input
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{
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float2 pos : POSITION;
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float2 uv : NORMAL;
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};
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struct SPIRV_Cross_Output
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{
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float2 vUV : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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float2 p = pos;
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p.y = -p.y;
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gl_Position = float4(p, 0.0f, 1.0f);
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vUV = (uv * _40_scale) + _40_offset;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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pos = stage_input.pos;
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uv = stage_input.uv;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vUV = vUV;
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return stage_output;
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}
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*/
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HLSL: []byte(nil),
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}
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shader_stencil_frag = ShaderSources{
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nvarying vec2 vTo;\nvarying vec2 vFrom;\nvarying vec2 vCtrl;\n\nvoid main()\n{\n float dx = vTo.x - vFrom.x;\n bool increasing = vTo.x >= vFrom.x;\n bvec2 _35 = bvec2(increasing);\n vec2 left = vec2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);\n bvec2 _41 = bvec2(increasing);\n vec2 right = vec2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);\n vec2 extent = clamp(vec2(vFrom.x, vTo.x), vec2(-0.5), vec2(0.5));\n float midx = mix(extent.x, extent.y, 0.5);\n float x0 = midx - left.x;\n vec2 p1 = vCtrl - left;\n vec2 v = right - vCtrl;\n float t = x0 / (p1.x + sqrt((p1.x * p1.x) + ((v.x - p1.x) * x0)));\n float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);\n vec2 d_half = mix(p1, v, vec2(t));\n float dy = d_half.y / d_half.x;\n float width = extent.y - extent.x;\n dy = abs(dy * width);\n vec4 sides = vec4((dy * 0.5) + y, (dy * (-0.5)) + y, (0.5 - y) / dy, ((-0.5) - y) / dy);\n sides = clamp(sides + vec4(0.5), vec4(0.0), vec4(1.0));\n float area = 0.5 * ((((sides.z - (sides.z * sides.y)) + 1.0) - sides.x) + (sides.x * sides.w));\n area *= width;\n if (width == 0.0)\n {\n area = 0.0;\n }\n gl_FragData[0].x = area;\n}\n\n",
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/*
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static float2 vTo;
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static float2 vFrom;
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static float2 vCtrl;
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static float4 fragCover;
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struct SPIRV_Cross_Input
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{
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float2 vFrom : TEXCOORD0;
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float2 vCtrl : TEXCOORD1;
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float2 vTo : TEXCOORD2;
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};
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struct SPIRV_Cross_Output
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{
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float4 fragCover : SV_Target0;
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};
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void frag_main()
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{
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float dx = vTo.x - vFrom.x;
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bool increasing = vTo.x >= vFrom.x;
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bool2 _35 = increasing.xx;
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float2 left = float2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);
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bool2 _41 = increasing.xx;
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float2 right = float2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);
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float2 extent = clamp(float2(vFrom.x, vTo.x), (-0.5f).xx, 0.5f.xx);
|
|
float midx = lerp(extent.x, extent.y, 0.5f);
|
|
float x0 = midx - left.x;
|
|
float2 p1 = vCtrl - left;
|
|
float2 v = right - vCtrl;
|
|
float t = x0 / (p1.x + sqrt((p1.x * p1.x) + ((v.x - p1.x) * x0)));
|
|
float y = lerp(lerp(left.y, vCtrl.y, t), lerp(vCtrl.y, right.y, t), t);
|
|
float2 d_half = lerp(p1, v, t.xx);
|
|
float dy = d_half.y / d_half.x;
|
|
float width = extent.y - extent.x;
|
|
dy = abs(dy * width);
|
|
float4 sides = float4((dy * 0.5f) + y, (dy * (-0.5f)) + y, (0.5f - y) / dy, ((-0.5f) - y) / dy);
|
|
sides = clamp(sides + 0.5f.xxxx, 0.0f.xxxx, 1.0f.xxxx);
|
|
float area = 0.5f * ((((sides.z - (sides.z * sides.y)) + 1.0f) - sides.x) + (sides.x * sides.w));
|
|
area *= width;
|
|
if (width == 0.0f)
|
|
{
|
|
area = 0.0f;
|
|
}
|
|
fragCover.x = area;
|
|
}
|
|
|
|
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
|
{
|
|
vTo = stage_input.vTo;
|
|
vFrom = stage_input.vFrom;
|
|
vCtrl = stage_input.vCtrl;
|
|
frag_main();
|
|
SPIRV_Cross_Output stage_output;
|
|
stage_output.fragCover = fragCover;
|
|
return stage_output;
|
|
}
|
|
|
|
*/
|
|
HLSL: []byte(nil),
|
|
}
|
|
shader_stencil_vert = ShaderSources{
|
|
Inputs: []InputLocation{
|
|
{Name: "corner", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
|
|
{Name: "maxy", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 1},
|
|
{Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0, Size: 2},
|
|
{Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0, Size: 2},
|
|
{Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0, Size: 2},
|
|
},
|
|
Uniforms: []UniformLocation{
|
|
{Name: "_15.scale", Type: 0, Size: 2, Offset: 0},
|
|
{Name: "_15.offset", Type: 0, Size: 2, Offset: 8},
|
|
{Name: "_15.pathOffset", Type: 0, Size: 2, Offset: 16},
|
|
},
|
|
UniformSize: 24,
|
|
GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n vec2 pathOffset;\n};\n\nuniform Block _15;\n\nattribute vec2 from;\nattribute vec2 ctrl;\nattribute vec2 to;\nattribute float maxy;\nattribute vec2 corner;\nvarying vec2 vFrom;\nvarying vec2 vCtrl;\nvarying vec2 vTo;\n\nvoid main()\n{\n vec2 from_1 = from + _15.pathOffset;\n vec2 ctrl_1 = ctrl + _15.pathOffset;\n vec2 to_1 = to + _15.pathOffset;\n float maxy_1 = maxy + _15.pathOffset.y;\n vec2 pos;\n if (corner.x > 0.0)\n {\n pos.x = max(max(from_1.x, ctrl_1.x), to_1.x) + 1.0;\n }\n else\n {\n pos.x = min(min(from_1.x, ctrl_1.x), to_1.x) - 1.0;\n }\n if (corner.y > 0.0)\n {\n pos.y = maxy_1 + 1.0;\n }\n else\n {\n pos.y = min(min(from_1.y, ctrl_1.y), to_1.y) - 1.0;\n }\n vFrom = from_1 - pos;\n vCtrl = ctrl_1 - pos;\n vTo = to_1 - pos;\n pos *= _15.scale;\n pos += _15.offset;\n gl_Position = vec4(pos, 1.0, 1.0);\n}\n\n",
|
|
/*
|
|
cbuffer Block : register(b0)
|
|
{
|
|
float2 _15_scale : packoffset(c0);
|
|
float2 _15_offset : packoffset(c0.z);
|
|
float2 _15_pathOffset : packoffset(c1);
|
|
};
|
|
|
|
|
|
static float4 gl_Position;
|
|
static float2 from;
|
|
static float2 ctrl;
|
|
static float2 to;
|
|
static float maxy;
|
|
static float2 corner;
|
|
static float2 vFrom;
|
|
static float2 vCtrl;
|
|
static float2 vTo;
|
|
|
|
struct SPIRV_Cross_Input
|
|
{
|
|
float2 corner : POSITION;
|
|
float maxy : NORMAL;
|
|
float2 from : TEXCOORD0;
|
|
float2 ctrl : TEXCOORD1;
|
|
float2 to : TEXCOORD2;
|
|
};
|
|
|
|
struct SPIRV_Cross_Output
|
|
{
|
|
float2 vFrom : TEXCOORD0;
|
|
float2 vCtrl : TEXCOORD1;
|
|
float2 vTo : TEXCOORD2;
|
|
float4 gl_Position : SV_Position;
|
|
};
|
|
|
|
void vert_main()
|
|
{
|
|
float2 from_1 = from + _15_pathOffset;
|
|
float2 ctrl_1 = ctrl + _15_pathOffset;
|
|
float2 to_1 = to + _15_pathOffset;
|
|
float maxy_1 = maxy + _15_pathOffset.y;
|
|
float2 pos;
|
|
if (corner.x > 0.0f)
|
|
{
|
|
pos.x = max(max(from_1.x, ctrl_1.x), to_1.x) + 1.0f;
|
|
}
|
|
else
|
|
{
|
|
pos.x = min(min(from_1.x, ctrl_1.x), to_1.x) - 1.0f;
|
|
}
|
|
if (corner.y > 0.0f)
|
|
{
|
|
pos.y = maxy_1 + 1.0f;
|
|
}
|
|
else
|
|
{
|
|
pos.y = min(min(from_1.y, ctrl_1.y), to_1.y) - 1.0f;
|
|
}
|
|
vFrom = from_1 - pos;
|
|
vCtrl = ctrl_1 - pos;
|
|
vTo = to_1 - pos;
|
|
pos *= _15_scale;
|
|
pos += _15_offset;
|
|
gl_Position = float4(pos, 1.0f, 1.0f);
|
|
}
|
|
|
|
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
|
{
|
|
from = stage_input.from;
|
|
ctrl = stage_input.ctrl;
|
|
to = stage_input.to;
|
|
maxy = stage_input.maxy;
|
|
corner = stage_input.corner;
|
|
vert_main();
|
|
SPIRV_Cross_Output stage_output;
|
|
stage_output.gl_Position = gl_Position;
|
|
stage_output.vFrom = vFrom;
|
|
stage_output.vCtrl = vCtrl;
|
|
stage_output.vTo = vTo;
|
|
return stage_output;
|
|
}
|
|
|
|
*/
|
|
HLSL: []byte(nil),
|
|
}
|
|
)
|