add two more slw uw shaders

This commit is contained in:
Michael 2019-04-12 14:29:59 -07:00
parent b974d50cb0
commit 399daf17d7
3 changed files with 213 additions and 1 deletions

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#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2fc311c50a4dab95
// text shader
// text shader 1
float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height));
uniform ivec4 uf_remappedVS[9];

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 419dbf0c732a51e2
// text shader 3
float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height));
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem3;
layout(location = 2) in uvec4 attrDataSem4;
layout(location = 3) in uvec4 attrDataSem8;
layout(location = 4) in uvec4 attrDataSem9;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem131;
layout(location = 1) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem9.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R3f.z;
R127f.x = R3f.x + 0.5;
R0f.y = mul_nonIEEE(R2f.z, R2f.x);
R127f.z = R3f.y + 0.5;
R3f.w = 1.0;
R3f.z = backupReg0f;
PS0f = R3f.z;
// 1
R0f.x = mul_nonIEEE(R2f.z, R2f.w);
R0f.z = mul_nonIEEE(R2f.z, R2f.y);
R0f.w = 0.0;
PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
// 2
PV0f.y = R127f.z * PS1f;
PV0f.y *= 2.0;
R4f.z = R5f.x;
R4f.w = R5f.y;
PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
// 3
PV1f.x = PV0f.y + -(1.0);
PV1f.w = R127f.x * PS0f;
PV1f.w *= 2.0;
// 4
R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x);
// export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
// export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export
// skipped export to semanticId 255
// export
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 419dbf0c732a91e2
// text shader 2
float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height));
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem3;
layout(location = 2) in uvec4 attrDataSem4;
layout(location = 3) in uvec4 attrDataSem8;
layout(location = 4) in uvec4 attrDataSem9;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem132;
layout(location = 1) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem9.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R3f.z;
R127f.x = R3f.x + 0.5;
R0f.y = mul_nonIEEE(R2f.z, R2f.x);
R127f.z = R3f.y + 0.5;
R3f.w = 1.0;
R3f.z = backupReg0f;
PS0f = R3f.z;
// 1
R0f.x = mul_nonIEEE(R2f.z, R2f.w);
R0f.z = mul_nonIEEE(R2f.z, R2f.y);
R0f.w = 0.0;
PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
// 2
PV0f.y = R127f.z * PS1f;
PV0f.y *= 2.0;
R4f.z = R5f.x;
R4f.w = R5f.y;
PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
// 3
PV1f.x = PV0f.y + -(1.0);
PV1f.w = R127f.x * PS0f;
PV1f.w *= 2.0;
// 4
R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x);
// export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
// export
// skipped export to semanticId 255
// export
passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}