#version 310 es precision mediump float; struct LightData { vec4 position; vec3 color; float radius; }; layout (binding = 0) buffer LightsBuffer_1 { LightData lights[]; } lightsBuffer; struct TileLightIdData { uint count; uint lightId[64]; }; struct Tiles { TileLightIdData data[4]; }; layout (binding = 0) buffer Tiles_1 { TileLightIdData data[4]; } tileLightId; struct Config { uint numLights; uint numTiles; uint tileCountX; uint tileCountY; uint numTileLightSlot; uint tileSize; }; layout (binding = 0) uniform Config_1 { uint numLights; uint numTiles; uint tileCountX; uint tileCountY; uint numTileLightSlot; uint tileSize; } config; struct Uniforms { vec4 tint_symbol; vec4 tint_symbol_1; mat4 viewMatrix; mat4 projectionMatrix; vec4 fullScreenSize; }; layout (binding = 0) uniform Uniforms_1 { vec4 tint_symbol; vec4 tint_symbol_1; mat4 viewMatrix; mat4 projectionMatrix; vec4 fullScreenSize; } uniforms; struct tint_symbol_4 { uvec3 GlobalInvocationID; }; void tint_symbol_2_inner(uvec3 GlobalInvocationID) { uint index = GlobalInvocationID.x; if ((index >= config.numLights)) { return; } lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.100000001f) + (0.001f * (float(index) - (64.0f * floor((float(index) / 64.0f)))))); if ((lightsBuffer.lights[index].position.y < uniforms.tint_symbol.y)) { lightsBuffer.lights[index].position.y = uniforms.tint_symbol_1.y; } mat4 M = uniforms.projectionMatrix; float viewNear = (-(M[3][2]) / (-1.0f + M[2][2])); float viewFar = (-(M[3][2]) / (1.0f + M[2][2])); vec4 lightPos = lightsBuffer.lights[index].position; lightPos = (uniforms.viewMatrix * lightPos); lightPos = (lightPos / lightPos.w); float lightRadius = lightsBuffer.lights[index].radius; vec4 boxMin = (lightPos - vec4(vec3(lightRadius), 0.0f)); vec4 boxMax = (lightPos + vec4(vec3(lightRadius), 0.0f)); vec4 frustumPlanes[6] = vec4[6](vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); frustumPlanes[4] = vec4(0.0f, 0.0f, -1.0f, viewNear); frustumPlanes[5] = vec4(0.0f, 0.0f, 1.0f, -(viewFar)); int TILE_SIZE = 16; int TILE_COUNT_X = 2; { for(int y_1 = 0; (y_1 < 2); y_1 = (y_1 + 1)) { { for(int x_1 = 0; (x_1 < TILE_COUNT_X); x_1 = (x_1 + 1)) { ivec2 tilePixel0Idx = ivec2((x_1 * TILE_SIZE), (y_1 * TILE_SIZE)); vec2 floorCoord = (((2.0f * vec2(tilePixel0Idx)) / uniforms.fullScreenSize.xy) - vec2(1.0f)); vec2 ceilCoord = (((2.0f * vec2((tilePixel0Idx + ivec2(TILE_SIZE)))) / uniforms.fullScreenSize.xy) - vec2(1.0f)); vec2 viewFloorCoord = vec2((((-(viewNear) * floorCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord.y) - (M[2][1] * viewNear)) / M[1][1])); vec2 viewCeilCoord = vec2((((-(viewNear) * ceilCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord.y) - (M[2][1] * viewNear)) / M[1][1])); frustumPlanes[0] = vec4(1.0f, 0.0f, (-(viewFloorCoord.x) / viewNear), 0.0f); frustumPlanes[1] = vec4(-1.0f, 0.0f, (viewCeilCoord.x / viewNear), 0.0f); frustumPlanes[2] = vec4(0.0f, 1.0f, (-(viewFloorCoord.y) / viewNear), 0.0f); frustumPlanes[3] = vec4(0.0f, -1.0f, (viewCeilCoord.y / viewNear), 0.0f); float dp = 0.0f; { for(uint i = 0u; (i < 6u); i = (i + 1u)) { vec4 p = vec4(0.0f, 0.0f, 0.0f, 0.0f); if ((frustumPlanes[i].x > 0.0f)) { p.x = boxMax.x; } else { p.x = boxMin.x; } if ((frustumPlanes[i].y > 0.0f)) { p.y = boxMax.y; } else { p.y = boxMin.y; } if ((frustumPlanes[i].z > 0.0f)) { p.z = boxMax.z; } else { p.z = boxMin.z; } p.w = 1.0f; dp = (dp + min(0.0f, dot(p, frustumPlanes[i]))); } } if ((dp >= 0.0f)) { uint tileId = uint((x_1 + (y_1 * TILE_COUNT_X))); bool tint_tmp = (tileId < 0u); if (!tint_tmp) { tint_tmp = (tileId >= config.numTiles); } if ((tint_tmp)) { continue; } uint offset = atomicAdd(tileLightId.data[tileId].count, 1u); if ((offset >= config.numTileLightSlot)) { continue; } tileLightId.data[tileId].lightId[offset] = GlobalInvocationID.x; } } } } } } layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void tint_symbol_2(tint_symbol_4 tint_symbol_3) { tint_symbol_2_inner(tint_symbol_3.GlobalInvocationID); return; } void main() { tint_symbol_4 inputs; inputs.GlobalInvocationID = gl_GlobalInvocationID; tint_symbol_2(inputs); }