400 lines
7.4 KiB
Plaintext
400 lines
7.4 KiB
Plaintext
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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void asinh_468a48() {
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float16_t arg_0 = 0.0hf;
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float16_t res = asinh(arg_0);
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}
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struct TestData {
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int dmat2atxa2[4];
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};
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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};
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struct UBO {
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uint width;
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};
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vec4 vertex_main() {
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asinh_468a48();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision highp float;
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void asinh_468a48() {
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float16_t arg_0 = 0.0hf;
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float16_t res = asinh(arg_0);
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}
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struct TestData {
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int dmat2atxa2[4];
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};
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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};
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struct UBO {
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uint width;
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};
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void fragment_main() {
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asinh_468a48();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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void asinh_468a48() {
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float16_t arg_0 = 0.0hf;
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float16_t res = asinh(arg_0);
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}
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struct TestData {
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int dmat2atxa2[4];
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};
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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};
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struct UBO {
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uint width;
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};
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void rgba32uintin() {
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asinh_468a48();
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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 main() {
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rgba32uintin();
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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layout(location = 0) in vec3 position_1;
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layout(location = 1) in vec4 color_1;
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layout(location = 2) in vec2 quad_pos_1;
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layout(location = 0) out vec4 color_2;
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layout(location = 1) out vec2 quad_pos_2;
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struct TestData {
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int dmat2atxa2[4];
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};
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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uint pad;
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vec3 up;
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uint pad_1;
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};
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layout(binding = 5, std140) uniform render_params_block_ubo {
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RenderParams inner;
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} render_params;
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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};
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struct UBO {
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uint width;
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};
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VertexOutput vs_main(VertexInput tint_symbol) {
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vec3 quad_pos = (mat2x3(render_params.inner.right, render_params.inner.up) * tint_symbol.quad_pos);
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vec3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f));
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VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f));
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tint_symbol_1.position = (render_params.inner.modelViewProjectionMatrix * vec4(position, 1.0f));
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tint_symbol_1.color = tint_symbol.color;
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tint_symbol_1.quad_pos = tint_symbol.quad_pos;
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return tint_symbol_1;
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInput tint_symbol_2 = VertexInput(position_1, color_1, quad_pos_1);
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VertexOutput inner_result = vs_main(tint_symbol_2);
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gl_Position = inner_result.position;
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color_2 = inner_result.color;
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quad_pos_2 = inner_result.quad_pos;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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struct TestData {
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int dmat2atxa2[4];
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};
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vec2 rand_seed = vec2(0.0f, 0.0f);
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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uint pad;
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uint pad_1;
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uint pad_2;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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uint pad_3;
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uint pad_4;
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};
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layout(binding = 0, std140) uniform sim_params_block_ubo {
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SimulationParams inner;
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} sim_params;
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layout(binding = 1, std430) buffer Particles_ssbo {
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Particle particles[];
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} data;
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struct UBO {
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uint width;
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};
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void assign_and_preserve_padding_data_particles_X(uint dest[1], Particle value) {
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data.particles[dest[0]].position = value.position;
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data.particles[dest[0]].lifetime = value.lifetime;
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data.particles[dest[0]].color = value.color;
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data.particles[dest[0]].velocity = value.velocity;
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}
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void simulate(uvec3 GlobalInvocationID) {
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rand_seed = ((sim_params.inner.seed.xy * vec2(GlobalInvocationID.xy)) * sim_params.inner.seed.zw);
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uint idx = GlobalInvocationID.x;
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Particle particle = data.particles[idx];
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uint tint_symbol[1] = uint[1](idx);
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assign_and_preserve_padding_data_particles_X(tint_symbol, particle);
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}
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main() {
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simulate(gl_GlobalInvocationID);
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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float tint_float_modulo(float lhs, float rhs) {
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return (lhs - rhs * trunc(lhs / rhs));
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}
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struct TestData {
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int dmat2atxa2[4];
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};
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec2 velocity;
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};
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struct UBO {
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uint width;
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uint pad;
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uint pad_1;
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uint pad_2;
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};
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layout(binding = 3, std140) uniform ubo_block_ubo {
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UBO inner;
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} ubo;
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layout(binding = 4, std430) buffer Buffer_ssbo {
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float weights[];
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} buf_in;
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layout(binding = 5, std430) buffer Buffer_ssbo_1 {
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float weights[];
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} buf_out;
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layout(rgba8) uniform highp writeonly image2D tex_out;
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void export_level(uvec3 coord) {
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if (all(lessThan(coord.xy, uvec2(uvec2(imageSize(tex_out)))))) {
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uint dst_offset = (coord.x << ((coord.y * ubo.inner.width) & 31u));
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uint src_offset = ((coord.x - 2u) + ((coord.y >> 2u) * ubo.inner.width));
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float a = buf_in.weights[(src_offset << 0u)];
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float b = buf_in.weights[(src_offset + 1u)];
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float c = buf_in.weights[((src_offset + 1u) + ubo.inner.width)];
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float d = buf_in.weights[((src_offset + 1u) + ubo.inner.width)];
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float sum = dot(vec4(a, b, c, d), vec4(1.0f));
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buf_out.weights[dst_offset] = tint_float_modulo(sum, 4.0f);
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vec4 probabilities = (vec4(a, (a * b), ((a / b) + c), sum) + max(sum, 0.0f));
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imageStore(tex_out, ivec2(coord.xy), probabilities);
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}
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}
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main() {
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export_level(gl_GlobalInvocationID);
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return;
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}
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