333 lines
7.7 KiB
GLSL
333 lines
7.7 KiB
GLSL
SKIP: FAILED
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#version 310 es
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layout(location = 0) in vec3 position_1;
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layout(location = 1) in vec4 color_1;
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layout(location = 2) in vec2 quad_pos_1;
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layout(location = 0) out vec4 color_2;
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layout(location = 1) out vec2 quad_pos_2;
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layout(binding = 0) uniform RenderParams_ubo {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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} render_params;
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec3 velocity;
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};
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struct UBO {
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uint width;
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};
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VertexOutput vs_main(VertexInput tint_symbol) {
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vec3 quad_pos = (mat2x3(render_params.right, render_params.up) * tint_symbol.quad_pos);
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vec3 position = (tint_symbol.position + (quad_pos * 0.01f));
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VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f));
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tint_symbol_1.position = (render_params.modelViewProjectionMatrix * vec4(position, 1.0f));
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tint_symbol_1.color = tint_symbol.color;
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tint_symbol_1.quad_pos = tint_symbol.quad_pos;
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return tint_symbol_1;
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInput tint_symbol_2 = VertexInput(position_1, color_1, quad_pos_1);
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VertexOutput inner_result = vs_main(tint_symbol_2);
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gl_Position = inner_result.position;
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color_2 = inner_result.color;
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quad_pos_2 = inner_result.quad_pos;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec4 color_1;
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layout(location = 1) in vec2 quad_pos_1;
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layout(location = 0) out vec4 value;
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec3 velocity;
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};
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struct UBO {
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uint width;
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};
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vec4 fs_main(VertexOutput tint_symbol) {
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vec4 color = tint_symbol.color;
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color.a = (color.a * max((1.0f - length(tint_symbol.quad_pos)), 0.0f));
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return color;
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}
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void main() {
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VertexOutput tint_symbol_1 = VertexOutput(gl_FragCoord, color_1, quad_pos_1);
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vec4 inner_result = fs_main(tint_symbol_1);
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value = inner_result;
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return;
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}
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#version 310 es
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vec2 rand_seed = vec2(0.0f, 0.0f);
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float rand() {
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rand_seed.x = fract((cos(dot(rand_seed, vec2(23.140779495f, 232.616897583f))) * 136.816802979f));
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rand_seed.y = fract((cos(dot(rand_seed, vec2(54.478565216f, 345.841522217f))) * 534.764526367f));
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return rand_seed.y;
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}
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec3 velocity;
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};
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layout(binding = 0) uniform SimulationParams_ubo {
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float deltaTime;
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vec4 seed;
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} sim_params;
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layout(binding = 1, std430) buffer Particles_ssbo {
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Particle particles[];
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} data;
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struct UBO {
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uint width;
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};
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uniform highp sampler2D tint_symbol_6;
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void simulate(uvec3 GlobalInvocationID) {
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rand_seed = ((sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw);
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uint idx = GlobalInvocationID.x;
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Particle particle = data.particles[idx];
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particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5f));
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particle.position = (particle.position + (sim_params.deltaTime * particle.velocity));
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particle.lifetime = (particle.lifetime - sim_params.deltaTime);
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particle.color.a = smoothstep(0.0f, 0.5f, particle.lifetime);
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if ((particle.lifetime < 0.0f)) {
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ivec2 coord = ivec2(0);
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{
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for(int level = (textureQueryLevels(tint_symbol_6) - 1); (level > 0); level = (level - 1)) {
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vec4 probabilites = texelFetch(tint_symbol_6, coord, level);
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float tint_symbol_5 = rand();
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vec4 value = vec4(tint_symbol_5);
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bvec4 mask = bvec4(uvec4(greaterThanEqual(value, vec4(0.0f, probabilites.xyz))) & uvec4(lessThan(value, probabilites)));
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coord = (coord * 2);
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coord.x = (coord.x + (any(mask.yw) ? 1 : 0));
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coord.y = (coord.y + (any(mask.zw) ? 1 : 0));
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}
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}
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vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_6, 0)));
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particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f);
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particle.color = texelFetch(tint_symbol_6, coord, 0);
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float tint_symbol_1 = rand();
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particle.velocity.x = ((tint_symbol_1 - 0.5f) * 0.100000001f);
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float tint_symbol_2 = rand();
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particle.velocity.y = ((tint_symbol_2 - 0.5f) * 0.100000001f);
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float tint_symbol_3 = rand();
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particle.velocity.z = (tint_symbol_3 * 0.300000012f);
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float tint_symbol_4 = rand();
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particle.lifetime = (0.5f + (tint_symbol_4 * 2.0f));
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}
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data.particles[idx] = particle;
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}
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main() {
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simulate(gl_GlobalInvocationID);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:60: 'textureQueryLevels' : no matching overloaded function found
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ERROR: 0:60: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec3 velocity;
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};
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layout(binding = 3) uniform UBO_ubo {
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uint width;
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} ubo;
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layout(binding = 4, std430) buffer Buffer_ssbo {
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float weights[];
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} buf_in;
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layout(binding = 5, std430) buffer Buffer_ssbo_1 {
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float weights[];
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} buf_out;
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uniform highp sampler2D tex_in_1;
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void import_level(uvec3 coord) {
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uint offset = (coord.x + (coord.y * ubo.width));
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buf_out.weights[offset] = texelFetch(tex_in_1, ivec2(coord.xy), 0).w;
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}
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main() {
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import_level(gl_GlobalInvocationID);
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return;
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}
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#version 310 es
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struct RenderParams {
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mat4 modelViewProjectionMatrix;
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vec3 right;
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vec3 up;
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};
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struct VertexInput {
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vec3 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct VertexOutput {
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vec4 position;
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vec4 color;
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vec2 quad_pos;
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};
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struct SimulationParams {
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float deltaTime;
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vec4 seed;
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};
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struct Particle {
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vec3 position;
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float lifetime;
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vec4 color;
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vec3 velocity;
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};
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layout(binding = 3) uniform UBO_ubo {
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uint width;
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} ubo;
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layout(binding = 4, std430) buffer Buffer_ssbo {
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float weights[];
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} buf_in;
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layout(binding = 5, std430) buffer Buffer_ssbo_1 {
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float weights[];
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} buf_out;
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layout(rgba8) uniform highp writeonly image2D tex_out;
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void export_level(uvec3 coord) {
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if (all(lessThan(coord.xy, uvec2(imageSize(tex_out))))) {
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uint dst_offset = (coord.x + (coord.y * ubo.width));
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uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
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float a = buf_in.weights[(src_offset + 0u)];
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float b = buf_in.weights[(src_offset + 1u)];
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float c = buf_in.weights[((src_offset + 0u) + ubo.width)];
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float d = buf_in.weights[((src_offset + 1u) + ubo.width)];
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float sum = dot(vec4(a, b, c, d), vec4(1.0f));
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buf_out.weights[dst_offset] = (sum / 4.0f);
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vec4 probabilities = (vec4(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001f));
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imageStore(tex_out, ivec2(coord.xy), probabilities);
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}
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}
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main() {
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export_level(gl_GlobalInvocationID);
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return;
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}
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