73 lines
2.4 KiB
HLSL
73 lines
2.4 KiB
HLSL
struct ExternalTextureParams {
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uint numPlanes;
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float vr;
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float ug;
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float vg;
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float ub;
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};
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Texture2D<float4> ext_tex_plane_1 : register(t1, space1);
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cbuffer cbuffer_ext_tex_params : register(b2, space1) {
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uint4 ext_tex_params[2];
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};
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Texture2D<float4> arg_0 : register(t0, space1);
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float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) {
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if ((params.numPlanes == 1u)) {
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return plane0.Load(int3(coord, 0));
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}
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const float y = (plane0.Load(int3(coord, 0)).r - 0.0625f);
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const float2 uv = (plane1.Load(int3(coord, 0)).rg - 0.5f);
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const float u = uv.x;
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const float v = uv.y;
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const float r = ((1.164000034f * y) + (params.vr * v));
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const float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
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const float b = ((1.164000034f * y) + (params.ub * u));
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return float4(r, g, b, 1.0f);
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}
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float4 textureLoad2d(Texture2D<float4> tint_symbol, Texture2D<float4> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) {
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return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1);
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}
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ExternalTextureParams tint_symbol_2(uint4 buffer[2], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 4u)) / 4;
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const uint scalar_offset_2 = ((offset + 8u)) / 4;
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const uint scalar_offset_3 = ((offset + 12u)) / 4;
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const uint scalar_offset_4 = ((offset + 16u)) / 4;
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const ExternalTextureParams tint_symbol_5 = {buffer[scalar_offset / 4][scalar_offset % 4], asfloat(buffer[scalar_offset_1 / 4][scalar_offset_1 % 4]), asfloat(buffer[scalar_offset_2 / 4][scalar_offset_2 % 4]), asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4])};
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return tint_symbol_5;
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}
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void doTextureLoad() {
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float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), int2(0, 0));
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}
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struct tint_symbol_1 {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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doTextureLoad();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_1 vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol_1 wrapper_result = (tint_symbol_1)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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doTextureLoad();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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doTextureLoad();
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return;
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}
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