Files
gio/gpu/shaders.go
T
Elias Naur 8dce81d8fd gpu/shaders: introduce toClipSpace to map to GPU native clip space
OpenGL use the [-1; 1] range for clip depths, Direct3D [0; 1].
Use toClipSpace to encapsulate the difference.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00

593 lines
28 KiB
Go

// Code generated by build.go. DO NOT EDIT.
package gpu
import "gioui.org/gpu/backend"
var (
shader_blit_frag = [...]backend.ShaderSources{
backend.ShaderSources{
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Color", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_12._color", Type: 0x0, Size: 4, Offset: 0}},
Size: 16,
},
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(std140) uniform Color\n{\n vec4 _color;\n} _12;\n\nlayout(location = 0) out vec4 fragColor;\nin vec2 vUV;\n\nvoid main()\n{\n fragColor = _12._color;\n}\n\n",
/*
cbuffer Color : register(b0)
{
float4 _12_color : packoffset(c0);
};
static float4 fragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = _12_color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
backend.ShaderSources{
Textures: []backend.TextureBinding{backend.TextureBinding{Name: "tex", Binding: 0}},
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\n\nlayout(location = 0) out vec4 fragColor;\nin vec2 vUV;\n\nvoid main()\n{\n fragColor = texture(tex, vUV);\n}\n\n",
/*
Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0);
static float4 fragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = tex.Sample(_tex_sampler, vUV);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
}
shader_blit_vert = backend.ShaderSources{
Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Block", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_24.transform", Type: 0x0, Size: 4, Offset: 0}, backend.UniformLocation{Name: "_24.uvTransform", Type: 0x0, Size: 4, Offset: 16}, backend.UniformLocation{Name: "_24.z", Type: 0x0, Size: 1, Offset: 32}},
Size: 36,
},
GLSL100ES: "#version 100\n\nstruct Block\n{\n vec4 transform;\n vec4 uvTransform;\n float z;\n};\n\nuniform Block _24;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvec4 toClipSpace(vec4 pos_1)\n{\n return pos_1;\n}\n\nvoid main()\n{\n vec2 p = (pos * _24.transform.xy) + _24.transform.zw;\n vec4 param = vec4(p, _24.z, 1.0);\n gl_Position = toClipSpace(param);\n vUV = (uv * _24.uvTransform.xy) + _24.uvTransform.zw;\n}\n\n",
GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 transform;\n vec4 uvTransform;\n float z;\n} _24;\n\nlayout(location = 0) in vec2 pos;\nout vec2 vUV;\nlayout(location = 1) in vec2 uv;\n\nvec4 toClipSpace(vec4 pos_1)\n{\n return pos_1;\n}\n\nvoid main()\n{\n vec2 p = (pos * _24.transform.xy) + _24.transform.zw;\n vec4 param = vec4(p, _24.z, 1.0);\n gl_Position = toClipSpace(param);\n vUV = (uv * _24.uvTransform.xy) + _24.uvTransform.zw;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float4 _24_transform : packoffset(c0);
float4 _24_uvTransform : packoffset(c1);
float _24_z : packoffset(c2);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vUV : TEXCOORD0;
float4 gl_Position : SV_Position;
};
float4 toClipSpace(float4 pos_1)
{
return pos_1;
}
void vert_main()
{
float2 p = (pos * _24_transform.xy) + _24_transform.zw;
float4 param = float4(p, _24_z, 1.0f);
gl_Position = toClipSpace(param);
vUV = (uv * _24_uvTransform.xy) + _24_uvTransform.zw;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_cover_frag = [...]backend.ShaderSources{
backend.ShaderSources{
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Color", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_12._color", Type: 0x0, Size: 4, Offset: 0}},
Size: 16,
},
Textures: []backend.TextureBinding{backend.TextureBinding{Name: "cover", Binding: 1}},
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(std140) uniform Color\n{\n vec4 _color;\n} _12;\n\nuniform mediump sampler2D cover;\n\nlayout(location = 0) out vec4 fragColor;\nin highp vec2 vCoverUV;\nin vec2 vUV;\n\nvoid main()\n{\n fragColor = _12._color;\n float cover_1 = abs(texture(cover, vCoverUV).x);\n fragColor *= cover_1;\n}\n\n",
/*
cbuffer Color : register(b0)
{
float4 _12_color : packoffset(c0);
};
Texture2D<float4> cover : register(t1);
SamplerState _cover_sampler : register(s1);
static float4 fragColor;
static float2 vCoverUV;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = _12_color;
float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
fragColor *= cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vCoverUV = stage_input.vCoverUV;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
backend.ShaderSources{
Textures: []backend.TextureBinding{backend.TextureBinding{Name: "tex", Binding: 0}, backend.TextureBinding{Name: "cover", Binding: 1}},
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\nuniform mediump sampler2D cover;\n\nlayout(location = 0) out vec4 fragColor;\nin vec2 vUV;\nin highp vec2 vCoverUV;\n\nvoid main()\n{\n fragColor = texture(tex, vUV);\n float cover_1 = abs(texture(cover, vCoverUV).x);\n fragColor *= cover_1;\n}\n\n",
/*
Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0);
Texture2D<float4> cover : register(t1);
SamplerState _cover_sampler : register(s1);
static float4 fragColor;
static float2 vUV;
static float2 vCoverUV;
struct SPIRV_Cross_Input
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = tex.Sample(_tex_sampler, vUV);
float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
fragColor *= cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
vCoverUV = stage_input.vCoverUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
}
shader_cover_vert = backend.ShaderSources{
Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Block", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_66.transform", Type: 0x0, Size: 4, Offset: 0}, backend.UniformLocation{Name: "_66.uvCoverTransform", Type: 0x0, Size: 4, Offset: 16}, backend.UniformLocation{Name: "_66.uvTransform", Type: 0x0, Size: 4, Offset: 32}, backend.UniformLocation{Name: "_66.z", Type: 0x0, Size: 1, Offset: 48}},
Size: 52,
},
GLSL100ES: "#version 100\n\nstruct Block\n{\n vec4 transform;\n vec4 uvCoverTransform;\n vec4 uvTransform;\n float z;\n};\n\nuniform Block _66;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\nvarying vec2 vCoverUV;\n\nvec4 toClipSpace(vec4 pos_1)\n{\n return pos_1;\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvoid main()\n{\n vec4 param = vec4((pos * _66.transform.xy) + _66.transform.zw, _66.z, 1.0);\n gl_Position = toClipSpace(param);\n vUV = (uv * _66.uvTransform.xy) + _66.uvTransform.zw;\n vec3 fboTrans[2] = fboTextureTransform();\n vec3 param_1[2] = fboTrans;\n vec3 param_2 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_1, param_2);\n vCoverUV = ((uv3 * vec3(_66.uvCoverTransform.xy, 1.0)) + vec3(_66.uvCoverTransform.zw, 0.0)).xy;\n}\n\n",
GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 transform;\n vec4 uvCoverTransform;\n vec4 uvTransform;\n float z;\n} _66;\n\nlayout(location = 0) in vec2 pos;\nout vec2 vUV;\nlayout(location = 1) in vec2 uv;\nout vec2 vCoverUV;\n\nvec4 toClipSpace(vec4 pos_1)\n{\n return pos_1;\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvoid main()\n{\n vec4 param = vec4((pos * _66.transform.xy) + _66.transform.zw, _66.z, 1.0);\n gl_Position = toClipSpace(param);\n vUV = (uv * _66.uvTransform.xy) + _66.uvTransform.zw;\n vec3 fboTrans[2] = fboTextureTransform();\n vec3 param_1[2] = fboTrans;\n vec3 param_2 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_1, param_2);\n vCoverUV = ((uv3 * vec3(_66.uvCoverTransform.xy, 1.0)) + vec3(_66.uvCoverTransform.zw, 0.0)).xy;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float4 _66_transform : packoffset(c0);
float4 _66_uvCoverTransform : packoffset(c1);
float4 _66_uvTransform : packoffset(c2);
float _66_z : packoffset(c3);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
static float2 vCoverUV;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
float4 gl_Position : SV_Position;
};
float4 toClipSpace(float4 pos_1)
{
return pos_1;
}
void fboTextureTransform(out float3 SPIRV_Cross_return_value[2])
{
float3 t[2];
t[0] = float3(1.0f, 0.0f, 0.0f);
t[1] = float3(0.0f, 1.0f, 0.0f);
SPIRV_Cross_return_value = t;
}
float3 transform3x2(float3 t[2], float3 v)
{
return float3(dot(t[0], v), dot(t[1], v), dot(float3(0.0f, 0.0f, 1.0f), v));
}
void vert_main()
{
float4 param = float4((pos * _66_transform.xy) + _66_transform.zw, _66_z, 1.0f);
gl_Position = toClipSpace(param);
vUV = (uv * _66_uvTransform.xy) + _66_uvTransform.zw;
float3 _101[2];
fboTextureTransform(_101);
float3 fboTrans[2] = _101;
float3 param_1[2] = fboTrans;
float3 param_2 = float3(uv, 1.0f);
float3 uv3 = transform3x2(param_1, param_2);
vCoverUV = ((uv3 * float3(_66_uvCoverTransform.xy, 1.0f)) + float3(_66_uvCoverTransform.zw, 0.0f)).xy;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
stage_output.vCoverUV = vCoverUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_intersect_frag = backend.ShaderSources{
Textures: []backend.TextureBinding{backend.TextureBinding{Name: "cover", Binding: 0}},
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D cover;\n\nin highp vec2 vUV;\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n float cover_1 = abs(texture(cover, vUV).x);\n fragColor.x = cover_1;\n}\n\n",
/*
Texture2D<float4> cover : register(t0);
SamplerState _cover_sampler : register(s0);
static float2 vUV;
static float4 fragColor;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
float cover_1 = abs(cover.Sample(_cover_sampler, vUV).x);
fragColor.x = cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_intersect_vert = backend.ShaderSources{
Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Block", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_40.uvTransform", Type: 0x0, Size: 4, Offset: 0}},
Size: 16,
},
GLSL100ES: "#version 100\n\nstruct Block\n{\n vec4 uvTransform;\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.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n",
GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 uvTransform;\n} _40;\n\nlayout(location = 0) in vec2 pos;\nout vec2 vUV;\nlayout(location = 1) in 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.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float4 _40_uvTransform : packoffset(c0);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vUV : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 p = pos;
p.y = -p.y;
gl_Position = float4(p, 0.0f, 1.0f);
vUV = (uv * _40_uvTransform.xy) + _40_uvTransform.zw;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_stencil_frag = backend.ShaderSources{
GLSL100ES: "#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",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nin vec2 vTo;\nin vec2 vFrom;\nin vec2 vCtrl;\nlayout(location = 0) out vec4 fragCover;\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 fragCover.x = area;\n}\n\n",
/*
static float2 vTo;
static float2 vFrom;
static float2 vCtrl;
static float4 fragCover;
struct SPIRV_Cross_Input
{
float2 vFrom : TEXCOORD0;
float2 vCtrl : TEXCOORD1;
float2 vTo : TEXCOORD2;
};
struct SPIRV_Cross_Output
{
float4 fragCover : SV_Target0;
};
void frag_main()
{
float dx = vTo.x - vFrom.x;
bool increasing = vTo.x >= vFrom.x;
bool2 _35 = increasing.xx;
float2 left = float2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);
bool2 _41 = increasing.xx;
float2 right = float2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);
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 = backend.ShaderSources{
Inputs: []backend.InputLocation{backend.InputLocation{Name: "corner", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x1, Size: 2}, backend.InputLocation{Name: "maxy", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 1}, backend.InputLocation{Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}, backend.InputLocation{Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}},
Uniforms: backend.UniformsReflection{
Blocks: []backend.UniformBlock{backend.UniformBlock{Name: "Block", Binding: 0}},
Locations: []backend.UniformLocation{backend.UniformLocation{Name: "_16.transform", Type: 0x0, Size: 4, Offset: 0}, backend.UniformLocation{Name: "_16.pathOffset", Type: 0x0, Size: 2, Offset: 16}},
Size: 24,
},
GLSL100ES: "#version 100\n\nstruct Block\n{\n vec4 transform;\n vec2 pathOffset;\n};\n\nuniform Block _16;\n\nattribute vec2 from;\nattribute vec2 ctrl;\nattribute vec2 to;\nattribute float maxy;\nattribute ivec2 corner;\nvarying vec2 vFrom;\nvarying vec2 vCtrl;\nvarying vec2 vTo;\n\nvoid main()\n{\n vec2 from_1 = from + _16.pathOffset;\n vec2 ctrl_1 = ctrl + _16.pathOffset;\n vec2 to_1 = to + _16.pathOffset;\n float maxy_1 = maxy + _16.pathOffset.y;\n vec2 pos;\n if (corner.x > 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)\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 = (pos * _16.transform.xy) + _16.transform.zw;\n gl_Position = vec4(pos, 1.0, 1.0);\n}\n\n",
GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 transform;\n vec2 pathOffset;\n} _16;\n\nlayout(location = 2) in vec2 from;\nlayout(location = 3) in vec2 ctrl;\nlayout(location = 4) in vec2 to;\nlayout(location = 1) in float maxy;\nlayout(location = 0) in ivec2 corner;\nout vec2 vFrom;\nout vec2 vCtrl;\nout vec2 vTo;\n\nvoid main()\n{\n vec2 from_1 = from + _16.pathOffset;\n vec2 ctrl_1 = ctrl + _16.pathOffset;\n vec2 to_1 = to + _16.pathOffset;\n float maxy_1 = maxy + _16.pathOffset.y;\n vec2 pos;\n if (corner.x > 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)\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 = (pos * _16.transform.xy) + _16.transform.zw;\n gl_Position = vec4(pos, 1.0, 1.0);\n}\n\n",
/*
cbuffer Block : register(b0)
{
float4 _16_transform : packoffset(c0);
float2 _16_pathOffset : packoffset(c1);
};
static float4 gl_Position;
static float2 from;
static float2 ctrl;
static float2 to;
static float maxy;
static int2 corner;
static float2 vFrom;
static float2 vCtrl;
static float2 vTo;
struct SPIRV_Cross_Input
{
int2 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 + _16_pathOffset;
float2 ctrl_1 = ctrl + _16_pathOffset;
float2 to_1 = to + _16_pathOffset;
float maxy_1 = maxy + _16_pathOffset.y;
float2 pos;
if (corner.x > 0)
{
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)
{
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 = (pos * _16_transform.xy) + _16_transform.zw;
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),
}
)