GLSL: standardize layout() formatting (whitespace change).
Change-Id: Id0c879c597e02da32350b2ee4878991fe78c470f Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78221 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
parent
8e01c45e54
commit
c8c0e2ea38
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@ -1680,7 +1680,7 @@ bool GeneratorImpl::EmitUniformVariable(const sem::Variable* var) {
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return false;
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return false;
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}
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}
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ast::VariableBindingPoint bp = decl->BindingPoint();
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ast::VariableBindingPoint bp = decl->BindingPoint();
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line() << "layout (binding = " << bp.binding->value << ") uniform "
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line() << "layout(binding = " << bp.binding->value << ") uniform "
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<< UniqueIdentifier(StructName(str)) << " {";
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<< UniqueIdentifier(StructName(str)) << " {";
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EmitStructMembers(current_buffer_, str);
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EmitStructMembers(current_buffer_, str);
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auto name = builder_.Symbols().NameFor(decl->symbol);
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auto name = builder_.Symbols().NameFor(decl->symbol);
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@ -1699,7 +1699,7 @@ bool GeneratorImpl::EmitStorageVariable(const sem::Variable* var) {
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return false;
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return false;
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}
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}
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ast::VariableBindingPoint bp = decl->BindingPoint();
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ast::VariableBindingPoint bp = decl->BindingPoint();
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line() << "layout (binding = " << bp.binding->value << ") buffer "
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line() << "layout(binding = " << bp.binding->value << ") buffer "
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<< UniqueIdentifier(StructName(str)) << " {";
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<< UniqueIdentifier(StructName(str)) << " {";
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EmitStructMembers(current_buffer_, str);
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EmitStructMembers(current_buffer_, str);
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auto name = builder_.Symbols().NameFor(decl->symbol);
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auto name = builder_.Symbols().NameFor(decl->symbol);
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@ -438,7 +438,7 @@ struct UBO {
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vec4 coord;
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vec4 coord;
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};
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};
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layout (binding = 0) uniform UBO_1 {
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layout(binding = 0) uniform UBO_1 {
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vec4 coord;
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vec4 coord;
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} ubo;
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} ubo;
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@ -491,7 +491,7 @@ struct Uniforms {
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vec4 coord;
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vec4 coord;
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};
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};
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layout (binding = 0) uniform Uniforms_1 {
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layout(binding = 0) uniform Uniforms_1 {
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vec4 coord;
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vec4 coord;
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} uniforms;
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} uniforms;
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@ -546,7 +546,7 @@ struct Data {
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float b;
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float b;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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int a;
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int a;
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float b;
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float b;
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} coord;
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} coord;
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@ -602,7 +602,7 @@ struct Data {
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float b;
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float b;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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int a;
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int a;
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float b;
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float b;
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} coord;
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} coord;
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@ -654,7 +654,7 @@ struct Data {
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float b;
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float b;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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int a;
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int a;
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float b;
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float b;
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} coord;
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} coord;
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@ -707,7 +707,7 @@ struct Data {
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float b;
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float b;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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int a;
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int a;
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float b;
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float b;
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} coord;
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} coord;
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@ -761,7 +761,7 @@ struct S {
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float x;
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float x;
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};
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};
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layout (binding = 0) uniform S_1 {
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layout(binding = 0) uniform S_1 {
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float x;
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float x;
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} coord;
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} coord;
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@ -820,7 +820,7 @@ struct S {
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float x;
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float x;
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};
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};
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layout (binding = 0) buffer S_1 {
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layout(binding = 0) buffer S_1 {
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float x;
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float x;
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} coord;
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} coord;
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@ -1089,7 +1089,7 @@ struct Data {
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float d;
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float d;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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float d;
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float d;
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} data;
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} data;
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@ -301,7 +301,7 @@ struct Data {
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mat2x3 b;
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mat2x3 b;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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int a;
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int a;
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mat2x3 b;
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mat2x3 b;
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} data;
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} data;
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@ -351,7 +351,7 @@ struct Data {
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mat4x3 a;
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mat4x3 a;
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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float z;
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float z;
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mat4x3 a;
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mat4x3 a;
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} data;
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} data;
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@ -399,7 +399,7 @@ struct Data {
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int a[5];
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int a[5];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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float z;
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float z;
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int a[5];
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int a[5];
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} data;
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} data;
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@ -448,7 +448,7 @@ struct Data {
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int a[5];
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int a[5];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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float z;
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float z;
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int a[5];
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int a[5];
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} data;
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} data;
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@ -494,7 +494,7 @@ struct Data {
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int a[5];
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int a[5];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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float z;
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float z;
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int a[5];
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int a[5];
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} data;
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} data;
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@ -554,7 +554,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -616,7 +616,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -678,7 +678,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -740,7 +740,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -798,7 +798,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -860,7 +860,7 @@ struct Data {
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Inner c[4];
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Inner c[4];
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};
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};
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layout (binding = 0) buffer Data_1 {
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layout(binding = 0) buffer Data_1 {
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Inner c[4];
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Inner c[4];
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} data;
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} data;
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@ -52,7 +52,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength) {
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precision mediump float;
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precision mediump float;
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layout (binding = 1) buffer my_struct_1 {
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layout(binding = 1) buffer my_struct_1 {
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float a[];
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float a[];
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} b;
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} b;
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@ -103,7 +103,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_OtherMembersInStruct) {
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precision mediump float;
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precision mediump float;
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layout (binding = 1) buffer my_struct_1 {
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layout(binding = 1) buffer my_struct_1 {
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float z;
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float z;
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float a[];
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float a[];
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} b;
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} b;
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@ -157,7 +157,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_ViaLets) {
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precision mediump float;
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precision mediump float;
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layout (binding = 1) buffer my_struct_1 {
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layout(binding = 1) buffer my_struct_1 {
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float a[];
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float a[];
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} b;
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} b;
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@ -17,10 +17,10 @@ struct S {
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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shared ivec4 src_workgroup[4];
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shared ivec4 src_workgroup[4];
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layout (binding = 0) uniform S_1 {
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layout(binding = 0) uniform S_1 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_uniform;
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} src_uniform;
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layout (binding = 1) buffer S_2 {
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layout(binding = 1) buffer S_2 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_storage;
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} src_storage;
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@ -17,10 +17,10 @@ struct S {
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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shared ivec4 src_workgroup[4];
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shared ivec4 src_workgroup[4];
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layout (binding = 0) uniform S_1 {
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layout(binding = 0) uniform S_1 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_uniform;
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} src_uniform;
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layout (binding = 1) buffer S_2 {
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layout(binding = 1) buffer S_2 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_storage;
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} src_storage;
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ivec4 dst[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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ivec4 dst[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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@ -20,16 +20,16 @@ struct S_nested {
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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shared ivec4 src_workgroup[4];
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shared ivec4 src_workgroup[4];
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layout (binding = 0) uniform S_1 {
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layout(binding = 0) uniform S_1 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_uniform;
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} src_uniform;
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layout (binding = 1) buffer S_2 {
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layout(binding = 1) buffer S_2 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_storage;
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} src_storage;
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layout (binding = 2) buffer S_3 {
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layout(binding = 2) buffer S_3 {
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ivec4 arr[4];
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ivec4 arr[4];
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} dst;
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} dst;
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layout (binding = 3) buffer S_nested_1 {
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layout(binding = 3) buffer S_nested_1 {
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int arr[4][3][2];
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int arr[4][3][2];
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} dst_nested;
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} dst_nested;
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@ -17,10 +17,10 @@ struct S {
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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shared ivec4 src_workgroup[4];
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shared ivec4 src_workgroup[4];
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layout (binding = 0) uniform S_1 {
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layout(binding = 0) uniform S_1 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_uniform;
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} src_uniform;
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layout (binding = 1) buffer S_2 {
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layout(binding = 1) buffer S_2 {
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ivec4 arr[4];
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ivec4 arr[4];
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} src_storage;
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} src_storage;
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shared ivec4 dst[4];
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shared ivec4 dst[4];
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@ -14,10 +14,10 @@ struct Uniforms {
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float scalarOffset;
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float scalarOffset;
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};
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};
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layout (binding = 0) uniform Time_1 {
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layout(binding = 0) uniform Time_1 {
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float value;
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float value;
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} time;
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} time;
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layout (binding = 1) uniform Uniforms_1 {
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layout(binding = 1) uniform Uniforms_1 {
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float scale;
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float scale;
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float offsetX;
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float offsetX;
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float offsetY;
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float offsetY;
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@ -9,7 +9,7 @@ struct RenderParams {
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vec3 up;
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vec3 up;
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};
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};
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layout (binding = 0) uniform RenderParams_1 {
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layout(binding = 0) uniform RenderParams_1 {
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mat4 modelViewProjectionMatrix;
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 right;
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vec3 up;
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vec3 up;
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@ -253,11 +253,11 @@ struct Particle {
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vec3 velocity;
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vec3 velocity;
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};
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};
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layout (binding = 0) uniform SimulationParams_1 {
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layout(binding = 0) uniform SimulationParams_1 {
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float deltaTime;
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float deltaTime;
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vec4 seed;
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vec4 seed;
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} sim_params;
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} sim_params;
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layout (binding = 1) buffer Particles_1 {
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layout(binding = 1) buffer Particles_1 {
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Particle particles[];
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Particle particles[];
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} data;
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} data;
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@ -380,13 +380,13 @@ struct UBO {
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uint width;
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uint width;
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};
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};
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layout (binding = 3) uniform UBO_1 {
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layout(binding = 3) uniform UBO_1 {
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uint width;
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uint width;
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} ubo;
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} ubo;
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layout (binding = 4) buffer Buffer_1 {
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layout(binding = 4) buffer Buffer_1 {
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float weights[];
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float weights[];
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} buf_in;
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} buf_in;
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layout (binding = 5) buffer Buffer_2 {
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layout(binding = 5) buffer Buffer_2 {
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float weights[];
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float weights[];
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} buf_out;
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} buf_out;
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@ -470,13 +470,13 @@ struct UBO {
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uint width;
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uint width;
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};
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};
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layout (binding = 3) uniform UBO_1 {
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layout(binding = 3) uniform UBO_1 {
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uint width;
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uint width;
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} ubo;
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} ubo;
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layout (binding = 4) buffer Buffer_1 {
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layout(binding = 4) buffer Buffer_1 {
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float weights[];
|
float weights[];
|
||||||
} buf_in;
|
} buf_in;
|
||||||
layout (binding = 5) buffer Buffer_2 {
|
layout(binding = 5) buffer Buffer_2 {
|
||||||
float weights[];
|
float weights[];
|
||||||
} buf_out;
|
} buf_out;
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,7 @@ struct Scene {
|
||||||
vec3 lightPos;
|
vec3 lightPos;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Scene_1 {
|
layout(binding = 0) uniform Scene_1 {
|
||||||
mat4 lightViewProjMatrix;
|
mat4 lightViewProjMatrix;
|
||||||
mat4 cameraViewProjMatrix;
|
mat4 cameraViewProjMatrix;
|
||||||
vec3 lightPos;
|
vec3 lightPos;
|
||||||
|
|
|
@ -25,7 +25,7 @@ struct Camera {
|
||||||
float zFar;
|
float zFar;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Camera_1 {
|
layout(binding = 0) uniform Camera_1 {
|
||||||
mat4 projection;
|
mat4 projection;
|
||||||
mat4 inverseProjection;
|
mat4 inverseProjection;
|
||||||
mat4 view;
|
mat4 view;
|
||||||
|
@ -46,7 +46,7 @@ struct ClusterLightGroup {
|
||||||
uint indices[1769472];
|
uint indices[1769472];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer ClusterLightGroup_1 {
|
layout(binding = 1) buffer ClusterLightGroup_1 {
|
||||||
uint offset;
|
uint offset;
|
||||||
ClusterLights lights[27648];
|
ClusterLights lights[27648];
|
||||||
uint indices[1769472];
|
uint indices[1769472];
|
||||||
|
@ -59,7 +59,7 @@ struct Light {
|
||||||
float intensity;
|
float intensity;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer GlobalLights_1 {
|
layout(binding = 2) buffer GlobalLights_1 {
|
||||||
vec3 ambient;
|
vec3 ambient;
|
||||||
vec3 dirColor;
|
vec3 dirColor;
|
||||||
float dirIntensity;
|
float dirIntensity;
|
||||||
|
@ -85,7 +85,7 @@ uint getClusterIndex(vec4 fragCoord) {
|
||||||
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
|
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
|
||||||
}
|
}
|
||||||
|
|
||||||
layout (binding = 6) buffer LightShadowTable_1 {
|
layout(binding = 6) buffer LightShadowTable_1 {
|
||||||
int light[];
|
int light[];
|
||||||
} lightShadowTable;
|
} lightShadowTable;
|
||||||
vec2 shadowSampleOffsets[16] = vec2[16](vec2(-1.5f, -1.5f), vec2(-1.5f, -0.5f), vec2(-1.5f, 0.5f), vec2(-1.5f, 1.5f), vec2(-0.5f, -1.5f), vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(-0.5f, 1.5f), vec2(0.5f, -1.5f), vec2(0.5f, -0.5f), vec2(0.5f, 0.5f), vec2(0.5f, 1.5f), vec2(1.5f, -1.5f), vec2(1.5f, -0.5f), vec2(1.5f, 0.5f), vec2(1.5f, 1.5f));
|
vec2 shadowSampleOffsets[16] = vec2[16](vec2(-1.5f, -1.5f), vec2(-1.5f, -0.5f), vec2(-1.5f, 0.5f), vec2(-1.5f, 1.5f), vec2(-0.5f, -1.5f), vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(-0.5f, 1.5f), vec2(0.5f, -1.5f), vec2(0.5f, -0.5f), vec2(0.5f, 0.5f), vec2(0.5f, 1.5f), vec2(1.5f, -1.5f), vec2(1.5f, -0.5f), vec2(1.5f, 0.5f), vec2(1.5f, 1.5f));
|
||||||
|
@ -96,7 +96,7 @@ struct ShadowProperties {
|
||||||
mat4 viewProj;
|
mat4 viewProj;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 7) buffer LightShadows_1 {
|
layout(binding = 7) buffer LightShadows_1 {
|
||||||
ShadowProperties properties[];
|
ShadowProperties properties[];
|
||||||
} shadow;
|
} shadow;
|
||||||
uniform highp sampler2D shadowTexture_1;
|
uniform highp sampler2D shadowTexture_1;
|
||||||
|
@ -188,7 +188,7 @@ struct Material {
|
||||||
float alphaCutoff;
|
float alphaCutoff;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 8) uniform Material_1 {
|
layout(binding = 8) uniform Material_1 {
|
||||||
vec4 baseColorFactor;
|
vec4 baseColorFactor;
|
||||||
vec3 emissiveFactor;
|
vec3 emissiveFactor;
|
||||||
float occlusionStrength;
|
float occlusionStrength;
|
||||||
|
|
|
@ -39,7 +39,7 @@ struct Camera {
|
||||||
float zFar;
|
float zFar;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Camera_1 {
|
layout(binding = 0) uniform Camera_1 {
|
||||||
mat4 projection;
|
mat4 projection;
|
||||||
mat4 inverseProjection;
|
mat4 inverseProjection;
|
||||||
mat4 view;
|
mat4 view;
|
||||||
|
@ -50,10 +50,10 @@ layout (binding = 0) uniform Camera_1 {
|
||||||
float zFar;
|
float zFar;
|
||||||
} camera;
|
} camera;
|
||||||
|
|
||||||
layout (binding = 1) buffer Joints_1 {
|
layout(binding = 1) buffer Joints_1 {
|
||||||
mat4 matrices[];
|
mat4 matrices[];
|
||||||
} joint;
|
} joint;
|
||||||
layout (binding = 2) buffer Joints_2 {
|
layout(binding = 2) buffer Joints_2 {
|
||||||
mat4 matrices[];
|
mat4 matrices[];
|
||||||
} inverseBind;
|
} inverseBind;
|
||||||
|
|
||||||
|
|
|
@ -13,7 +13,7 @@ struct Inner {
|
||||||
ivec4 i[4];
|
ivec4 i[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
Inner arr[];
|
Inner arr[];
|
||||||
} s;
|
} s;
|
||||||
|
|
||||||
|
|
|
@ -13,7 +13,7 @@ struct Inner {
|
||||||
ivec4 i[4];
|
ivec4 i[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
Inner arr[];
|
Inner arr[];
|
||||||
} s;
|
} s;
|
||||||
|
|
||||||
|
|
|
@ -17,7 +17,7 @@ struct S {
|
||||||
Inner j[4];
|
Inner j[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
ivec3 a;
|
ivec3 a;
|
||||||
int b;
|
int b;
|
||||||
uvec3 c;
|
uvec3 c;
|
||||||
|
|
|
@ -17,7 +17,7 @@ struct S {
|
||||||
Inner j[4];
|
Inner j[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
ivec3 a;
|
ivec3 a;
|
||||||
int b;
|
int b;
|
||||||
uvec3 c;
|
uvec3 c;
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
float inner[4];
|
float inner[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
float inner[4];
|
float inner[4];
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
float inner[4];
|
float inner[4];
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
float inner;
|
float inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
float inner;
|
float inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
float inner;
|
float inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
int inner;
|
int inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
int inner;
|
int inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
int inner;
|
int inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
mat2 inner;
|
mat2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
mat2 inner;
|
mat2 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
mat2 inner;
|
mat2 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
mat2x3 inner;
|
mat2x3 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
mat2x3 inner;
|
mat2x3 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
mat2x3 inner;
|
mat2x3 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
mat3x2 inner;
|
mat3x2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
mat3x2 inner;
|
mat3x2 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
mat3x2 inner;
|
mat3x2 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
mat4 inner;
|
mat4 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
mat4 inner;
|
mat4 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
mat4 inner;
|
mat4 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct S {
|
||||||
float f;
|
float f;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
S inner[];
|
S inner[];
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
S inner[];
|
S inner[];
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -10,10 +10,10 @@ struct S {
|
||||||
Inner inner;
|
Inner inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
Inner inner;
|
Inner inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer S_2 {
|
layout(binding = 1) buffer S_2 {
|
||||||
Inner inner;
|
Inner inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
uint inner;
|
uint inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
uint inner;
|
uint inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
uint inner;
|
uint inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
ivec2 inner;
|
ivec2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
ivec2 inner;
|
ivec2 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
ivec2 inner;
|
ivec2 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
uvec3 inner;
|
uvec3 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
uvec3 inner;
|
uvec3 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
uvec3 inner;
|
uvec3 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -5,10 +5,10 @@ struct tint_symbol_block {
|
||||||
vec4 inner;
|
vec4 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer tint_symbol_block_1 {
|
layout(binding = 0) buffer tint_symbol_block_1 {
|
||||||
vec4 inner;
|
vec4 inner;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 1) buffer tint_symbol_block_2 {
|
layout(binding = 1) buffer tint_symbol_block_2 {
|
||||||
vec4 inner;
|
vec4 inner;
|
||||||
} tint_symbol_1;
|
} tint_symbol_1;
|
||||||
|
|
||||||
|
|
|
@ -18,7 +18,7 @@ struct S {
|
||||||
Inner arr[8];
|
Inner arr[8];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
Inner arr[8];
|
Inner arr[8];
|
||||||
} s;
|
} s;
|
||||||
|
|
||||||
|
|
|
@ -19,7 +19,7 @@ struct S {
|
||||||
Inner l[4];
|
Inner l[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
ivec3 a;
|
ivec3 a;
|
||||||
int b;
|
int b;
|
||||||
uvec3 c;
|
uvec3 c;
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
vec4 inner[4];
|
vec4 inner[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
vec4 inner[4];
|
vec4 inner[4];
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
float inner;
|
float inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
float inner;
|
float inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
int inner;
|
int inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
int inner;
|
int inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
mat2 inner;
|
mat2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
mat2 inner;
|
mat2 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
mat2x3 inner;
|
mat2x3 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
mat2x3 inner;
|
mat2x3 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
mat3x2 inner;
|
mat3x2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
mat3x2 inner;
|
mat3x2 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
mat4 inner;
|
mat4 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
mat4 inner;
|
mat4 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -10,7 +10,7 @@ struct S {
|
||||||
Inner inner;
|
Inner inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
Inner inner;
|
Inner inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
uint inner;
|
uint inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
uint inner;
|
uint inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
ivec2 inner;
|
ivec2 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
ivec2 inner;
|
ivec2 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
uvec3 inner;
|
uvec3 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
uvec3 inner;
|
uvec3 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct u_block {
|
||||||
vec4 inner;
|
vec4 inner;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform u_block_1 {
|
layout(binding = 0) uniform u_block_1 {
|
||||||
vec4 inner;
|
vec4 inner;
|
||||||
} u;
|
} u;
|
||||||
|
|
||||||
|
|
|
@ -44,7 +44,7 @@ struct Dbg {
|
||||||
float value_f32_3;
|
float value_f32_3;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
uint numTriangles;
|
uint numTriangles;
|
||||||
uint gridSize;
|
uint gridSize;
|
||||||
uint puuuuuuuuuuuuuuuuad1;
|
uint puuuuuuuuuuuuuuuuad1;
|
||||||
|
@ -52,19 +52,19 @@ layout (binding = 0) uniform Uniforms_1 {
|
||||||
vec3 bbMin;
|
vec3 bbMin;
|
||||||
vec3 bbMax;
|
vec3 bbMax;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
layout (binding = 10) buffer U32s_1 {
|
layout(binding = 10) buffer U32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} indices;
|
} indices;
|
||||||
layout (binding = 11) buffer F32s_1 {
|
layout(binding = 11) buffer F32s_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} positions;
|
} positions;
|
||||||
layout (binding = 20) buffer AU32s_1 {
|
layout(binding = 20) buffer AU32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} counters;
|
} counters;
|
||||||
layout (binding = 21) buffer AI32s_1 {
|
layout(binding = 21) buffer AI32s_1 {
|
||||||
int values[];
|
int values[];
|
||||||
} LUT;
|
} LUT;
|
||||||
layout (binding = 50) buffer Dbg_1 {
|
layout(binding = 50) buffer Dbg_1 {
|
||||||
uint offsetCounter;
|
uint offsetCounter;
|
||||||
uint pad0;
|
uint pad0;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
vec2 u_offset;
|
vec2 u_offset;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
vec2 u_scale;
|
vec2 u_scale;
|
||||||
vec2 u_offset;
|
vec2 u_offset;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -13,7 +13,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer Result_1 {
|
layout(binding = 2) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
@ -21,7 +21,7 @@ struct SSBO {
|
||||||
int data[4];
|
int data[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer SSBO_1 {
|
layout(binding = 1) buffer SSBO_1 {
|
||||||
int data[4];
|
int data[4];
|
||||||
} ssbo;
|
} ssbo;
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
ivec4 data[4];
|
ivec4 data[4];
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
@ -15,7 +15,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer Result_1 {
|
layout(binding = 2) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
shared S s;
|
shared S s;
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -13,7 +13,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer Result_1 {
|
layout(binding = 2) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
@ -21,7 +21,7 @@ struct SSBO {
|
||||||
int data[4];
|
int data[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer SSBO_1 {
|
layout(binding = 1) buffer SSBO_1 {
|
||||||
int data[4];
|
int data[4];
|
||||||
} ssbo;
|
} ssbo;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct UBO {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform UBO_1 {
|
layout(binding = 0) uniform UBO_1 {
|
||||||
int dynamic_idx;
|
int dynamic_idx;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ struct Result {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
int tint_symbol;
|
int tint_symbol;
|
||||||
} result;
|
} result;
|
||||||
shared S s;
|
shared S s;
|
||||||
|
|
|
@ -11,10 +11,10 @@ struct Particle {
|
||||||
vec3 velocity;
|
vec3 velocity;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 3) buffer Particles_1 {
|
layout(binding = 3) buffer Particles_1 {
|
||||||
Particle p[];
|
Particle p[];
|
||||||
} particles;
|
} particles;
|
||||||
layout (binding = 4) uniform Simulation_1 {
|
layout(binding = 4) uniform Simulation_1 {
|
||||||
uint i;
|
uint i;
|
||||||
} sim;
|
} sim;
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Uniforms {
|
||||||
uint j;
|
uint j;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 4) uniform Uniforms_1 {
|
layout(binding = 4) uniform Uniforms_1 {
|
||||||
uint i;
|
uint i;
|
||||||
uint j;
|
uint j;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
|
@ -14,14 +14,14 @@ struct Uniforms {
|
||||||
vec4 color;
|
vec4 color;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
mat4 worldView;
|
mat4 worldView;
|
||||||
mat4 proj;
|
mat4 proj;
|
||||||
uint numPointLights;
|
uint numPointLights;
|
||||||
uint color_source;
|
uint color_source;
|
||||||
vec4 color;
|
vec4 color;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
layout (binding = 1) buffer PointLights_1 {
|
layout(binding = 1) buffer PointLights_1 {
|
||||||
PointLight values[];
|
PointLight values[];
|
||||||
} pointLights;
|
} pointLights;
|
||||||
|
|
||||||
|
|
|
@ -12,7 +12,7 @@ struct LeftOver {
|
||||||
};
|
};
|
||||||
|
|
||||||
vec3 position = vec3(0.0f, 0.0f, 0.0f);
|
vec3 position = vec3(0.0f, 0.0f, 0.0f);
|
||||||
layout (binding = 2) uniform LeftOver_1 {
|
layout(binding = 2) uniform LeftOver_1 {
|
||||||
mat4 worldViewProjection;
|
mat4 worldViewProjection;
|
||||||
float time;
|
float time;
|
||||||
mat4 test2[2];
|
mat4 test2[2];
|
||||||
|
|
|
@ -24,7 +24,7 @@ struct Dbg {
|
||||||
float value_f32_3;
|
float value_f32_3;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
uint numTriangles;
|
uint numTriangles;
|
||||||
uint gridSize;
|
uint gridSize;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
@ -32,19 +32,19 @@ layout (binding = 0) uniform Uniforms_1 {
|
||||||
vec3 bbMin;
|
vec3 bbMin;
|
||||||
vec3 bbMax;
|
vec3 bbMax;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
layout (binding = 10) buffer U32s_1 {
|
layout(binding = 10) buffer U32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} indices;
|
} indices;
|
||||||
layout (binding = 11) buffer F32s_1 {
|
layout(binding = 11) buffer F32s_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} positions;
|
} positions;
|
||||||
layout (binding = 20) buffer AU32s_1 {
|
layout(binding = 20) buffer AU32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} counters;
|
} counters;
|
||||||
layout (binding = 21) buffer AI32s_1 {
|
layout(binding = 21) buffer AI32s_1 {
|
||||||
int values[];
|
int values[];
|
||||||
} LUT;
|
} LUT;
|
||||||
layout (binding = 50) buffer Dbg_1 {
|
layout(binding = 50) buffer Dbg_1 {
|
||||||
uint offsetCounter;
|
uint offsetCounter;
|
||||||
uint pad0;
|
uint pad0;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
@ -163,7 +163,7 @@ struct Dbg {
|
||||||
float value_f32_3;
|
float value_f32_3;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
uint numTriangles;
|
uint numTriangles;
|
||||||
uint gridSize;
|
uint gridSize;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
@ -171,19 +171,19 @@ layout (binding = 0) uniform Uniforms_1 {
|
||||||
vec3 bbMin;
|
vec3 bbMin;
|
||||||
vec3 bbMax;
|
vec3 bbMax;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
layout (binding = 10) buffer U32s_1 {
|
layout(binding = 10) buffer U32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} indices;
|
} indices;
|
||||||
layout (binding = 11) buffer F32s_1 {
|
layout(binding = 11) buffer F32s_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} positions;
|
} positions;
|
||||||
layout (binding = 20) buffer AU32s_1 {
|
layout(binding = 20) buffer AU32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} counters;
|
} counters;
|
||||||
layout (binding = 21) buffer AI32s_1 {
|
layout(binding = 21) buffer AI32s_1 {
|
||||||
int values[];
|
int values[];
|
||||||
} LUT;
|
} LUT;
|
||||||
layout (binding = 50) buffer Dbg_1 {
|
layout(binding = 50) buffer Dbg_1 {
|
||||||
uint offsetCounter;
|
uint offsetCounter;
|
||||||
uint pad0;
|
uint pad0;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
@ -271,7 +271,7 @@ struct Dbg {
|
||||||
float value_f32_3;
|
float value_f32_3;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
uint numTriangles;
|
uint numTriangles;
|
||||||
uint gridSize;
|
uint gridSize;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
@ -279,19 +279,19 @@ layout (binding = 0) uniform Uniforms_1 {
|
||||||
vec3 bbMin;
|
vec3 bbMin;
|
||||||
vec3 bbMax;
|
vec3 bbMax;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
layout (binding = 10) buffer U32s_1 {
|
layout(binding = 10) buffer U32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} indices;
|
} indices;
|
||||||
layout (binding = 11) buffer F32s_1 {
|
layout(binding = 11) buffer F32s_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} positions;
|
} positions;
|
||||||
layout (binding = 20) buffer AU32s_1 {
|
layout(binding = 20) buffer AU32s_1 {
|
||||||
uint values[];
|
uint values[];
|
||||||
} counters;
|
} counters;
|
||||||
layout (binding = 21) buffer AI32s_1 {
|
layout(binding = 21) buffer AI32s_1 {
|
||||||
int values[];
|
int values[];
|
||||||
} LUT;
|
} LUT;
|
||||||
layout (binding = 50) buffer Dbg_1 {
|
layout(binding = 50) buffer Dbg_1 {
|
||||||
uint offsetCounter;
|
uint offsetCounter;
|
||||||
uint pad0;
|
uint pad0;
|
||||||
uint pad1;
|
uint pad1;
|
||||||
|
|
|
@ -7,7 +7,7 @@ struct LightData {
|
||||||
float radius;
|
float radius;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer LightsBuffer_1 {
|
layout(binding = 0) buffer LightsBuffer_1 {
|
||||||
LightData lights[];
|
LightData lights[];
|
||||||
} lightsBuffer;
|
} lightsBuffer;
|
||||||
|
|
||||||
|
@ -19,7 +19,7 @@ struct Tiles {
|
||||||
TileLightIdData data[4];
|
TileLightIdData data[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer Tiles_1 {
|
layout(binding = 0) buffer Tiles_1 {
|
||||||
TileLightIdData data[4];
|
TileLightIdData data[4];
|
||||||
} tileLightId;
|
} tileLightId;
|
||||||
|
|
||||||
|
@ -32,7 +32,7 @@ struct Config {
|
||||||
uint tileSize;
|
uint tileSize;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Config_1 {
|
layout(binding = 0) uniform Config_1 {
|
||||||
uint numLights;
|
uint numLights;
|
||||||
uint numTiles;
|
uint numTiles;
|
||||||
uint tileCountX;
|
uint tileCountX;
|
||||||
|
@ -49,7 +49,7 @@ struct Uniforms {
|
||||||
vec4 fullScreenSize;
|
vec4 fullScreenSize;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Uniforms_1 {
|
layout(binding = 0) uniform Uniforms_1 {
|
||||||
vec4 tint_symbol;
|
vec4 tint_symbol;
|
||||||
vec4 tint_symbol_1;
|
vec4 tint_symbol_1;
|
||||||
mat4 viewMatrix;
|
mat4 viewMatrix;
|
||||||
|
|
|
@ -15,7 +15,7 @@ struct Buffer {
|
||||||
uint data;
|
uint data;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer Buffer_1 {
|
layout(binding = 0) buffer Buffer_1 {
|
||||||
uint data;
|
uint data;
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
|
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
|
|
||||||
layout (binding = 1) buffer data_block_1 {
|
layout(binding = 1) buffer data_block_1 {
|
||||||
int inner[];
|
int inner[];
|
||||||
} data;
|
} data;
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Buf {
|
||||||
uint data[50];
|
uint data[50];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer Buf_1 {
|
layout(binding = 0) buffer Buf_1 {
|
||||||
uint count;
|
uint count;
|
||||||
uint data[50];
|
uint data[50];
|
||||||
} b;
|
} b;
|
||||||
|
|
|
@ -16,6 +16,6 @@ struct Light {
|
||||||
vec3 colour;
|
vec3 colour;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Lights_1 {
|
layout(binding = 1) buffer Lights_1 {
|
||||||
Light light[];
|
Light light[];
|
||||||
} lights;
|
} lights;
|
||||||
|
|
|
@ -15,9 +15,9 @@ struct S {
|
||||||
mat2 m;
|
mat2 m;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
mat2 m;
|
mat2 m;
|
||||||
} SSBO;
|
} SSBO;
|
||||||
layout (binding = 0) uniform S_2 {
|
layout(binding = 0) uniform S_2 {
|
||||||
mat2 m;
|
mat2 m;
|
||||||
} UBO;
|
} UBO;
|
||||||
|
|
|
@ -8,10 +8,10 @@ struct vertexUniformBuffer2 {
|
||||||
mat2 transform2;
|
mat2 transform2;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform vertexUniformBuffer1_1 {
|
layout(binding = 0) uniform vertexUniformBuffer1_1 {
|
||||||
mat2 transform1;
|
mat2 transform1;
|
||||||
} x_20;
|
} x_20;
|
||||||
layout (binding = 0) uniform vertexUniformBuffer2_1 {
|
layout(binding = 0) uniform vertexUniformBuffer2_1 {
|
||||||
mat2 transform2;
|
mat2 transform2;
|
||||||
} x_26;
|
} x_26;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct S {
|
||||||
int a;
|
int a;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
int a;
|
int a;
|
||||||
} buf;
|
} buf;
|
||||||
|
|
||||||
|
|
|
@ -8,10 +8,10 @@ struct Uniforms {
|
||||||
uint channelCount;
|
uint channelCount;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer OutputBuf_1 {
|
layout(binding = 2) buffer OutputBuf_1 {
|
||||||
uint result[];
|
uint result[];
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 3) uniform Uniforms_1 {
|
layout(binding = 3) uniform Uniforms_1 {
|
||||||
uint dstTextureFlipY;
|
uint dstTextureFlipY;
|
||||||
uint isFloat16;
|
uint isFloat16;
|
||||||
uint isRGB10A2Unorm;
|
uint isRGB10A2Unorm;
|
||||||
|
|
|
@ -7,16 +7,16 @@ struct Uniforms {
|
||||||
uvec2 outShape;
|
uvec2 outShape;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer Matrix_1 {
|
layout(binding = 0) buffer Matrix_1 {
|
||||||
uint numbers[];
|
uint numbers[];
|
||||||
} firstMatrix;
|
} firstMatrix;
|
||||||
layout (binding = 1) buffer Matrix_2 {
|
layout(binding = 1) buffer Matrix_2 {
|
||||||
uint numbers[];
|
uint numbers[];
|
||||||
} secondMatrix;
|
} secondMatrix;
|
||||||
layout (binding = 2) buffer Matrix_3 {
|
layout(binding = 2) buffer Matrix_3 {
|
||||||
uint numbers[];
|
uint numbers[];
|
||||||
} resultMatrix;
|
} resultMatrix;
|
||||||
layout (binding = 3) uniform Uniforms_1 {
|
layout(binding = 3) uniform Uniforms_1 {
|
||||||
uvec2 aShape;
|
uvec2 aShape;
|
||||||
uvec2 bShape;
|
uvec2 bShape;
|
||||||
uvec2 outShape;
|
uvec2 outShape;
|
||||||
|
|
|
@ -10,7 +10,7 @@ struct buf0 {
|
||||||
|
|
||||||
QuicksortObject obj = QuicksortObject(int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
QuicksortObject obj = QuicksortObject(int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
|
||||||
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
layout (binding = 0) uniform buf0_1 {
|
layout(binding = 0) uniform buf0_1 {
|
||||||
vec2 resolution;
|
vec2 resolution;
|
||||||
} x_188;
|
} x_188;
|
||||||
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct Constants {
|
||||||
int level;
|
int level;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 3) buffer Result_1 {
|
layout(binding = 3) buffer Result_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -3,7 +3,7 @@ precision mediump float;
|
||||||
|
|
||||||
|
|
||||||
const uint width = 128u;
|
const uint width = 128u;
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
float values[];
|
float values[];
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,7 @@ struct x_B4_BuildInformation {
|
||||||
sspp962805860buildInformationS passthru;
|
sspp962805860buildInformationS passthru;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer x_B4_BuildInformation_1 {
|
layout(binding = 2) buffer x_B4_BuildInformation_1 {
|
||||||
sspp962805860buildInformationS passthru;
|
sspp962805860buildInformationS passthru;
|
||||||
} sspp962805860buildInformation;
|
} sspp962805860buildInformation;
|
||||||
|
|
||||||
|
|
|
@ -9,10 +9,10 @@ struct Uniforms {
|
||||||
uvec2 copySize;
|
uvec2 copySize;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 2) buffer OutputBuf_1 {
|
layout(binding = 2) buffer OutputBuf_1 {
|
||||||
uint result[];
|
uint result[];
|
||||||
} tint_symbol;
|
} tint_symbol;
|
||||||
layout (binding = 3) uniform Uniforms_1 {
|
layout(binding = 3) uniform Uniforms_1 {
|
||||||
uint dstTextureFlipY;
|
uint dstTextureFlipY;
|
||||||
uint channelCount;
|
uint channelCount;
|
||||||
uvec2 srcCopyOrigin;
|
uvec2 srcCopyOrigin;
|
||||||
|
|
|
@ -7,16 +7,16 @@ struct Uniforms {
|
||||||
uint dimBOuter;
|
uint dimBOuter;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer Matrix_1 {
|
layout(binding = 0) buffer Matrix_1 {
|
||||||
float numbers[];
|
float numbers[];
|
||||||
} firstMatrix;
|
} firstMatrix;
|
||||||
layout (binding = 1) buffer Matrix_2 {
|
layout(binding = 1) buffer Matrix_2 {
|
||||||
float numbers[];
|
float numbers[];
|
||||||
} secondMatrix;
|
} secondMatrix;
|
||||||
layout (binding = 2) buffer Matrix_3 {
|
layout(binding = 2) buffer Matrix_3 {
|
||||||
float numbers[];
|
float numbers[];
|
||||||
} resultMatrix;
|
} resultMatrix;
|
||||||
layout (binding = 3) uniform Uniforms_1 {
|
layout(binding = 3) uniform Uniforms_1 {
|
||||||
uint dimAOuter;
|
uint dimAOuter;
|
||||||
uint dimInner;
|
uint dimInner;
|
||||||
uint dimBOuter;
|
uint dimBOuter;
|
||||||
|
|
|
@ -34,14 +34,14 @@ struct VertexOutput {
|
||||||
vec4 member;
|
vec4 member;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform ub_SceneParams_1 {
|
layout(binding = 0) uniform ub_SceneParams_1 {
|
||||||
Mat4x4_ u_Projection;
|
Mat4x4_ u_Projection;
|
||||||
} global;
|
} global;
|
||||||
layout (binding = 1) uniform ub_MaterialParams_1 {
|
layout(binding = 1) uniform ub_MaterialParams_1 {
|
||||||
Mat4x2_ u_TexMtx[1];
|
Mat4x2_ u_TexMtx[1];
|
||||||
vec4 u_Misc0_;
|
vec4 u_Misc0_;
|
||||||
} global1;
|
} global1;
|
||||||
layout (binding = 2) uniform ub_PacketParams_1 {
|
layout(binding = 2) uniform ub_PacketParams_1 {
|
||||||
Mat4x3_ u_PosMtx[32];
|
Mat4x3_ u_PosMtx[32];
|
||||||
} global2;
|
} global2;
|
||||||
vec3 a_Position1 = vec3(0.0f, 0.0f, 0.0f);
|
vec3 a_Position1 = vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct DrawIndirectArgs {
|
||||||
uint vertexCount;
|
uint vertexCount;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 5) buffer DrawIndirectArgs_1 {
|
layout(binding = 5) buffer DrawIndirectArgs_1 {
|
||||||
uint vertexCount;
|
uint vertexCount;
|
||||||
} drawOut;
|
} drawOut;
|
||||||
uint cubeVerts = 0u;
|
uint cubeVerts = 0u;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct Params {
|
||||||
uint blockDim;
|
uint blockDim;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) uniform Params_1 {
|
layout(binding = 1) uniform Params_1 {
|
||||||
uint filterDim;
|
uint filterDim;
|
||||||
uint blockDim;
|
uint blockDim;
|
||||||
} params;
|
} params;
|
||||||
|
@ -15,7 +15,7 @@ struct Flip {
|
||||||
uint value;
|
uint value;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 3) uniform Flip_1 {
|
layout(binding = 3) uniform Flip_1 {
|
||||||
uint value;
|
uint value;
|
||||||
} flip;
|
} flip;
|
||||||
shared vec3 tile[4][256];
|
shared vec3 tile[4][256];
|
||||||
|
|
|
@ -21,7 +21,7 @@ struct ssbB {
|
||||||
};
|
};
|
||||||
|
|
||||||
int dimAOuter_1 = 0;
|
int dimAOuter_1 = 0;
|
||||||
layout (binding = 3) uniform Uniforms_1 {
|
layout(binding = 3) uniform Uniforms_1 {
|
||||||
float NAN;
|
float NAN;
|
||||||
ivec3 aShape;
|
ivec3 aShape;
|
||||||
ivec3 bShape;
|
ivec3 bShape;
|
||||||
|
@ -30,18 +30,18 @@ layout (binding = 3) uniform Uniforms_1 {
|
||||||
} x_48;
|
} x_48;
|
||||||
int dimInner_1 = 0;
|
int dimInner_1 = 0;
|
||||||
int dimBOuter_1 = 0;
|
int dimBOuter_1 = 0;
|
||||||
layout (binding = 0) buffer ssbOut_1 {
|
layout(binding = 0) buffer ssbOut_1 {
|
||||||
float result[];
|
float result[];
|
||||||
} x_54;
|
} x_54;
|
||||||
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
||||||
uvec3 tint_symbol_1 = uvec3(0u, 0u, 0u);
|
uvec3 tint_symbol_1 = uvec3(0u, 0u, 0u);
|
||||||
shared float mm_Asub[64][64];
|
shared float mm_Asub[64][64];
|
||||||
shared float mm_Bsub[64][1];
|
shared float mm_Bsub[64][1];
|
||||||
layout (binding = 1) buffer ssbA_1 {
|
layout(binding = 1) buffer ssbA_1 {
|
||||||
float A[];
|
float A[];
|
||||||
} x_165;
|
} x_165;
|
||||||
int batch = 0;
|
int batch = 0;
|
||||||
layout (binding = 2) buffer ssbB_1 {
|
layout(binding = 2) buffer ssbB_1 {
|
||||||
float B[];
|
float B[];
|
||||||
} x_185;
|
} x_185;
|
||||||
|
|
||||||
|
|
|
@ -15,7 +15,7 @@ struct LeftOver {
|
||||||
vec3 colorMul;
|
vec3 colorMul;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 9) uniform LeftOver_1 {
|
layout(binding = 9) uniform LeftOver_1 {
|
||||||
float time;
|
float time;
|
||||||
uint padding;
|
uint padding;
|
||||||
mat4 worldViewProjection;
|
mat4 worldViewProjection;
|
||||||
|
|
|
@ -31,7 +31,7 @@ struct Light0 {
|
||||||
float u_Float = 0.0f;
|
float u_Float = 0.0f;
|
||||||
vec3 u_Color = vec3(0.0f, 0.0f, 0.0f);
|
vec3 u_Color = vec3(0.0f, 0.0f, 0.0f);
|
||||||
vec2 vMainuv = vec2(0.0f, 0.0f);
|
vec2 vMainuv = vec2(0.0f, 0.0f);
|
||||||
layout (binding = 6) uniform LeftOver_1 {
|
layout(binding = 6) uniform LeftOver_1 {
|
||||||
mat4 u_World;
|
mat4 u_World;
|
||||||
mat4 u_ViewProjection;
|
mat4 u_ViewProjection;
|
||||||
float u_bumpStrength;
|
float u_bumpStrength;
|
||||||
|
@ -46,7 +46,7 @@ vec4 v_output1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
bool tint_symbol = false;
|
bool tint_symbol = false;
|
||||||
vec2 v_uv = vec2(0.0f, 0.0f);
|
vec2 v_uv = vec2(0.0f, 0.0f);
|
||||||
vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
layout (binding = 5) uniform Light0_1 {
|
layout(binding = 5) uniform Light0_1 {
|
||||||
vec4 vLightData;
|
vec4 vLightData;
|
||||||
vec4 vLightDiffuse;
|
vec4 vLightDiffuse;
|
||||||
vec4 vLightSpecular;
|
vec4 vLightSpecular;
|
||||||
|
|
|
@ -17,14 +17,14 @@ struct Uniforms {
|
||||||
int size;
|
int size;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer ssbOut_1 {
|
layout(binding = 0) buffer ssbOut_1 {
|
||||||
float result[];
|
float result[];
|
||||||
} x_16;
|
} x_16;
|
||||||
layout (binding = 1) buffer ssbA_1 {
|
layout(binding = 1) buffer ssbA_1 {
|
||||||
float A[];
|
float A[];
|
||||||
} x_20;
|
} x_20;
|
||||||
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
||||||
layout (binding = 2) uniform Uniforms_1 {
|
layout(binding = 2) uniform Uniforms_1 {
|
||||||
float NAN;
|
float NAN;
|
||||||
int aShape;
|
int aShape;
|
||||||
int outShape;
|
int outShape;
|
||||||
|
|
|
@ -5,52 +5,52 @@ struct S {
|
||||||
float a;
|
float a;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
float a;
|
float a;
|
||||||
} b0;
|
} b0;
|
||||||
layout (binding = 0) buffer S_2 {
|
layout(binding = 0) buffer S_2 {
|
||||||
float a;
|
float a;
|
||||||
} b1;
|
} b1;
|
||||||
layout (binding = 0) buffer S_3 {
|
layout(binding = 0) buffer S_3 {
|
||||||
float a;
|
float a;
|
||||||
} b2;
|
} b2;
|
||||||
layout (binding = 0) buffer S_4 {
|
layout(binding = 0) buffer S_4 {
|
||||||
float a;
|
float a;
|
||||||
} b3;
|
} b3;
|
||||||
layout (binding = 0) buffer S_5 {
|
layout(binding = 0) buffer S_5 {
|
||||||
float a;
|
float a;
|
||||||
} b4;
|
} b4;
|
||||||
layout (binding = 0) buffer S_6 {
|
layout(binding = 0) buffer S_6 {
|
||||||
float a;
|
float a;
|
||||||
} b5;
|
} b5;
|
||||||
layout (binding = 0) buffer S_7 {
|
layout(binding = 0) buffer S_7 {
|
||||||
float a;
|
float a;
|
||||||
} b6;
|
} b6;
|
||||||
layout (binding = 0) buffer S_8 {
|
layout(binding = 0) buffer S_8 {
|
||||||
float a;
|
float a;
|
||||||
} b7;
|
} b7;
|
||||||
layout (binding = 1) uniform S_9 {
|
layout(binding = 1) uniform S_9 {
|
||||||
float a;
|
float a;
|
||||||
} b8;
|
} b8;
|
||||||
layout (binding = 1) uniform S_10 {
|
layout(binding = 1) uniform S_10 {
|
||||||
float a;
|
float a;
|
||||||
} b9;
|
} b9;
|
||||||
layout (binding = 1) uniform S_11 {
|
layout(binding = 1) uniform S_11 {
|
||||||
float a;
|
float a;
|
||||||
} b10;
|
} b10;
|
||||||
layout (binding = 1) uniform S_12 {
|
layout(binding = 1) uniform S_12 {
|
||||||
float a;
|
float a;
|
||||||
} b11;
|
} b11;
|
||||||
layout (binding = 1) uniform S_13 {
|
layout(binding = 1) uniform S_13 {
|
||||||
float a;
|
float a;
|
||||||
} b12;
|
} b12;
|
||||||
layout (binding = 1) uniform S_14 {
|
layout(binding = 1) uniform S_14 {
|
||||||
float a;
|
float a;
|
||||||
} b13;
|
} b13;
|
||||||
layout (binding = 1) uniform S_15 {
|
layout(binding = 1) uniform S_15 {
|
||||||
float a;
|
float a;
|
||||||
} b14;
|
} b14;
|
||||||
layout (binding = 1) uniform S_16 {
|
layout(binding = 1) uniform S_16 {
|
||||||
float a;
|
float a;
|
||||||
} b15;
|
} b15;
|
||||||
|
|
||||||
|
|
|
@ -19,7 +19,7 @@ struct Uniforms {
|
||||||
};
|
};
|
||||||
|
|
||||||
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
|
||||||
layout (binding = 2) buffer ResultMatrix_1 {
|
layout(binding = 2) buffer ResultMatrix_1 {
|
||||||
float numbers[];
|
float numbers[];
|
||||||
} resultMatrix;
|
} resultMatrix;
|
||||||
|
|
||||||
|
|
|
@ -12,7 +12,7 @@ struct S {
|
||||||
uint i;
|
uint i;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer S_1 {
|
layout(binding = 0) buffer S_1 {
|
||||||
vec3 v;
|
vec3 v;
|
||||||
uint i;
|
uint i;
|
||||||
} io;
|
} io;
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct Constants {
|
||||||
uint zero;
|
uint zero;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Constants_1 {
|
layout(binding = 0) uniform Constants_1 {
|
||||||
uint zero;
|
uint zero;
|
||||||
} constants;
|
} constants;
|
||||||
|
|
||||||
|
@ -13,7 +13,7 @@ struct Result {
|
||||||
uint value;
|
uint value;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 1) buffer Result_1 {
|
layout(binding = 1) buffer Result_1 {
|
||||||
uint value;
|
uint value;
|
||||||
} result;
|
} result;
|
||||||
|
|
||||||
|
@ -21,7 +21,7 @@ struct TestData {
|
||||||
int data[3];
|
int data[3];
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) buffer TestData_1 {
|
layout(binding = 0) buffer TestData_1 {
|
||||||
int data[3];
|
int data[3];
|
||||||
} s;
|
} s;
|
||||||
|
|
||||||
|
|
|
@ -5,7 +5,7 @@ struct Constants {
|
||||||
uint zero;
|
uint zero;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform Constants_1 {
|
layout(binding = 0) uniform Constants_1 {
|
||||||
uint zero;
|
uint zero;
|
||||||
} constants;
|
} constants;
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct S {
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
mat3x2 matrix;
|
mat3x2 matrix;
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
} data;
|
} data;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct S {
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
mat3 matrix;
|
mat3 matrix;
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
} data;
|
} data;
|
||||||
|
|
|
@ -6,7 +6,7 @@ struct S {
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
};
|
};
|
||||||
|
|
||||||
layout (binding = 0) uniform S_1 {
|
layout(binding = 0) uniform S_1 {
|
||||||
mat3 matrix;
|
mat3 matrix;
|
||||||
vec3 vector;
|
vec3 vector;
|
||||||
} data;
|
} data;
|
||||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue