229 lines
7.3 KiB
WebGPU Shading Language
229 lines
7.3 KiB
WebGPU Shading Language
struct LeftOver {
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time : f32,
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@size(12)
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padding : u32,
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worldViewProjection : mat4x4<f32>,
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outputSize : vec2<f32>,
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stageSize : vec2<f32>,
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spriteMapSize : vec2<f32>,
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stageScale : f32,
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spriteCount : f32,
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colorMul : vec3<f32>,
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};
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@group(2) @binding(9) var<uniform> x_20 : LeftOver;
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@group(2) @binding(3) var frameMapTexture : texture_2d<f32>;
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@group(2) @binding(2) var frameMapSampler : sampler;
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var<private> tUV : vec2<f32>;
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@group(2) @binding(5) var tileMapsTexture0 : texture_2d<f32>;
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@group(2) @binding(4) var tileMapsSampler : sampler;
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@group(2) @binding(6) var tileMapsTexture1 : texture_2d<f32>;
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@group(2) @binding(8) var animationMapTexture : texture_2d<f32>;
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@group(2) @binding(7) var animationMapSampler : sampler;
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var<private> mt : f32;
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@group(2) @binding(1) var spriteSheetTexture : texture_2d<f32>;
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@group(2) @binding(0) var spriteSheetSampler : sampler;
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var<private> glFragColor : vec4<f32>;
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var<private> tileID_1 : vec2<f32>;
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var<private> levelUnits : vec2<f32>;
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var<private> stageUnits_1 : vec2<f32>;
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var<private> vPosition : vec3<f32>;
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var<private> vUV : vec2<f32>;
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fn getFrameData_f1_(frameID : ptr<function, f32>) -> mat4x4<f32> {
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var fX : f32;
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let x_15 : f32 = *(frameID);
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let x_25 : f32 = x_20.spriteCount;
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fX = (x_15 / x_25);
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let x_37 : f32 = fX;
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let x_40 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_37, 0.0), 0.0);
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let x_44 : f32 = fX;
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let x_47 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_44, 0.25), 0.0);
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let x_51 : f32 = fX;
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let x_54 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_51, 0.5), 0.0);
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return mat4x4<f32>(vec4<f32>(x_40.x, x_40.y, x_40.z, x_40.w), vec4<f32>(x_47.x, x_47.y, x_47.z, x_47.w), vec4<f32>(x_54.x, x_54.y, x_54.z, x_54.w), vec4<f32>(vec4<f32>(0.0, 0.0, 0.0, 0.0).x, vec4<f32>(0.0, 0.0, 0.0, 0.0).y, vec4<f32>(0.0, 0.0, 0.0, 0.0).z, vec4<f32>(0.0, 0.0, 0.0, 0.0).w));
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}
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fn main_1() {
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var color : vec4<f32>;
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var tileUV : vec2<f32>;
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var tileID : vec2<f32>;
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var sheetUnits : vec2<f32>;
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var spriteUnits : f32;
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var stageUnits : vec2<f32>;
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var i : i32;
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var frameID_1 : f32;
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var animationData : vec4<f32>;
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var f : f32;
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var frameData : mat4x4<f32>;
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var param : f32;
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var frameSize : vec2<f32>;
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var offset_1 : vec2<f32>;
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var ratio : vec2<f32>;
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var nc : vec4<f32>;
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var alpha : f32;
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var mixed : vec3<f32>;
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color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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let x_86 : vec2<f32> = tUV;
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tileUV = fract(x_86);
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let x_91 : f32 = tileUV.y;
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tileUV.y = (1.0 - x_91);
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let x_95 : vec2<f32> = tUV;
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tileID = floor(x_95);
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let x_101 : vec2<f32> = x_20.spriteMapSize;
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sheetUnits = (vec2<f32>(1.0, 1.0) / x_101);
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let x_106 : f32 = x_20.spriteCount;
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spriteUnits = (1.0 / x_106);
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let x_111 : vec2<f32> = x_20.stageSize;
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stageUnits = (vec2<f32>(1.0, 1.0) / x_111);
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i = 0;
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loop {
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let x_122 : i32 = i;
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if ((x_122 < 2)) {
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} else {
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break;
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}
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let x_126 : i32 = i;
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switch(x_126) {
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case 1: {
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let x_150 : vec2<f32> = tileID;
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let x_154 : vec2<f32> = x_20.stageSize;
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let x_156 : vec4<f32> = textureSampleBias(tileMapsTexture1, tileMapsSampler, ((x_150 + vec2<f32>(0.5, 0.5)) / x_154), 0.0);
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frameID_1 = x_156.x;
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}
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case 0: {
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let x_136 : vec2<f32> = tileID;
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let x_140 : vec2<f32> = x_20.stageSize;
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let x_142 : vec4<f32> = textureSampleBias(tileMapsTexture0, tileMapsSampler, ((x_136 + vec2<f32>(0.5, 0.5)) / x_140), 0.0);
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frameID_1 = x_142.x;
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}
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default: {
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}
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}
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let x_166 : f32 = frameID_1;
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let x_169 : f32 = x_20.spriteCount;
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let x_172 : vec4<f32> = textureSampleBias(animationMapTexture, animationMapSampler, vec2<f32>(((x_166 + 0.5) / x_169), 0.0), 0.0);
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animationData = x_172;
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let x_174 : f32 = animationData.y;
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if ((x_174 > 0.0)) {
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let x_181 : f32 = x_20.time;
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let x_184 : f32 = animationData.z;
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mt = ((x_181 * x_184) % 1.0);
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f = 0.0;
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loop {
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let x_193 : f32 = f;
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if ((x_193 < 8.0)) {
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} else {
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break;
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}
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let x_197 : f32 = animationData.y;
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let x_198 : f32 = mt;
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if ((x_197 > x_198)) {
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let x_203 : f32 = animationData.x;
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frameID_1 = x_203;
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break;
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}
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let x_208 : f32 = frameID_1;
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let x_211 : f32 = x_20.spriteCount;
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let x_214 : f32 = f;
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let x_217 : vec4<f32> = textureSampleBias(animationMapTexture, animationMapSampler, vec2<f32>(((x_208 + 0.5) / x_211), (0.125 * x_214)), 0.0);
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animationData = x_217;
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continuing {
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let x_218 : f32 = f;
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f = (x_218 + 1.0);
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}
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}
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}
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let x_222 : f32 = frameID_1;
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param = (x_222 + 0.5);
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let x_225 : mat4x4<f32> = getFrameData_f1_(&(param));
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frameData = x_225;
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let x_228 : vec4<f32> = frameData[0];
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let x_231 : vec2<f32> = x_20.spriteMapSize;
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frameSize = (vec2<f32>(x_228.w, x_228.z) / x_231);
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let x_235 : vec4<f32> = frameData[0];
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let x_237 : vec2<f32> = sheetUnits;
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offset_1 = (vec2<f32>(x_235.x, x_235.y) * x_237);
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let x_241 : vec4<f32> = frameData[2];
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let x_244 : vec4<f32> = frameData[0];
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ratio = (vec2<f32>(x_241.x, x_241.y) / vec2<f32>(x_244.w, x_244.z));
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let x_248 : f32 = frameData[2].z;
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if ((x_248 == 1.0)) {
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let x_252 : vec2<f32> = tileUV;
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tileUV = vec2<f32>(x_252.y, x_252.x);
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}
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let x_254 : i32 = i;
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if ((x_254 == 0)) {
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let x_263 : vec2<f32> = tileUV;
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let x_264 : vec2<f32> = frameSize;
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let x_266 : vec2<f32> = offset_1;
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let x_268 : vec4<f32> = textureSample(spriteSheetTexture, spriteSheetSampler, ((x_263 * x_264) + x_266));
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color = x_268;
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} else {
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let x_274 : vec2<f32> = tileUV;
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let x_275 : vec2<f32> = frameSize;
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let x_277 : vec2<f32> = offset_1;
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let x_279 : vec4<f32> = textureSample(spriteSheetTexture, spriteSheetSampler, ((x_274 * x_275) + x_277));
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nc = x_279;
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let x_283 : f32 = color.w;
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let x_285 : f32 = nc.w;
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alpha = min((x_283 + x_285), 1.0);
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let x_290 : vec4<f32> = color;
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let x_292 : vec4<f32> = nc;
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let x_295 : f32 = nc.w;
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mixed = mix(vec3<f32>(x_290.x, x_290.y, x_290.z), vec3<f32>(x_292.x, x_292.y, x_292.z), vec3<f32>(x_295, x_295, x_295));
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let x_298 : vec3<f32> = mixed;
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let x_299 : f32 = alpha;
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color = vec4<f32>(x_298.x, x_298.y, x_298.z, x_299);
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}
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continuing {
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let x_304 : i32 = i;
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i = (x_304 + 1);
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}
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}
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let x_310 : vec3<f32> = x_20.colorMul;
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let x_311 : vec4<f32> = color;
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let x_313 : vec3<f32> = (vec3<f32>(x_311.x, x_311.y, x_311.z) * x_310);
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let x_314 : vec4<f32> = color;
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color = vec4<f32>(x_313.x, x_313.y, x_313.z, x_314.w);
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let x_318 : vec4<f32> = color;
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glFragColor = x_318;
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return;
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}
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struct main_out {
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@location(0)
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glFragColor_1 : vec4<f32>,
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};
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@fragment
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fn main(@location(2) tUV_param : vec2<f32>, @location(5) tileID_1_param : vec2<f32>, @location(4) levelUnits_param : vec2<f32>, @location(3) stageUnits_1_param : vec2<f32>, @location(0) vPosition_param : vec3<f32>, @location(1) vUV_param : vec2<f32>) -> main_out {
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tUV = tUV_param;
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tileID_1 = tileID_1_param;
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levelUnits = levelUnits_param;
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stageUnits_1 = stageUnits_1_param;
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vPosition = vPosition_param;
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vUV = vUV_param;
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main_1();
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return main_out(glFragColor);
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}
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