2021-11-16 15:15:36 +00:00
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#version 310 es
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precision mediump float;
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2021-12-09 18:54:35 +00:00
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struct Uniforms {
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uint dstTextureFlipY;
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uint isFloat16;
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uint isRGB10A2Unorm;
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uint channelCount;
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};
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2021-11-16 15:15:36 +00:00
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uniform highp sampler2D src;
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uniform highp sampler2D dst;
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layout (binding = 2) buffer OutputBuf_1 {
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uint result[];
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} tint_symbol;
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layout (binding = 3) uniform Uniforms_1 {
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uint dstTextureFlipY;
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uint isFloat16;
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uint isRGB10A2Unorm;
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uint channelCount;
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} uniforms;
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uint ConvertToFp16FloatValue(float fp32) {
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return 1u;
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}
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struct tint_symbol_3 {
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uvec3 GlobalInvocationID;
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};
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void tint_symbol_1_inner(uvec3 GlobalInvocationID) {
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2021-11-19 19:06:23 +00:00
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ivec2 size = textureSize(src, 0);
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2021-11-16 15:15:36 +00:00
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ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy);
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ivec2 srcTexCoord = dstTexCoord;
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if ((uniforms.dstTextureFlipY == 1u)) {
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srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
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}
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2021-11-19 19:06:23 +00:00
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vec4 srcColor = texelFetch(src, srcTexCoord, 0);
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vec4 dstColor = texelFetch(dst, dstTexCoord, 0);
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2021-11-16 15:15:36 +00:00
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bool success = true;
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uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u);
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uvec4 dstColorBits = uvec4(dstColor);
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{
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for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
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srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
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bool tint_tmp = success;
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if (tint_tmp) {
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tint_tmp = (srcColorBits[i] == dstColorBits[i]);
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}
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success = (tint_tmp);
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}
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}
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uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
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if (success) {
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tint_symbol.result[outputIndex] = uint(1);
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} else {
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tint_symbol.result[outputIndex] = uint(0);
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}
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol_1(tint_symbol_3 tint_symbol_2) {
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tint_symbol_1_inner(tint_symbol_2.GlobalInvocationID);
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return;
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}
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void main() {
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tint_symbol_3 inputs;
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inputs.GlobalInvocationID = gl_GlobalInvocationID;
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tint_symbol_1(inputs);
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}
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