dawn-cmake/test/bug/tint/1121.wgsl.expected.glsl

156 lines
4.9 KiB
GLSL

#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);
}