blob: 373ccd4e6ec23b3c1351316c7474bbca11c3756c [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
struct TestData {
int dmat2atxa2[4];
};
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
struct UBO {
uint width;
};
vec4 vertex_main() {
asinh_468a48();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
struct TestData {
int dmat2atxa2[4];
};
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
struct UBO {
uint width;
};
void fragment_main() {
asinh_468a48();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
void asinh_468a48() {
float16_t arg_0 = 0.0hf;
float16_t res = asinh(arg_0);
}
struct TestData {
int dmat2atxa2[4];
};
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
struct UBO {
uint width;
};
void rgba32uintin() {
asinh_468a48();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
rgba32uintin();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(location = 0) in vec3 position_1;
layout(location = 1) in vec4 color_1;
layout(location = 2) in vec2 quad_pos_1;
layout(location = 0) out vec4 color_2;
layout(location = 1) out vec2 quad_pos_2;
struct TestData {
int dmat2atxa2[4];
};
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
uint pad;
vec3 up;
uint pad_1;
};
layout(binding = 5, std140) uniform render_params_block_ubo {
RenderParams inner;
} render_params;
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
struct UBO {
uint width;
};
VertexOutput vs_main(VertexInput tint_symbol) {
vec3 quad_pos = (mat2x3(render_params.inner.right, render_params.inner.up) * tint_symbol.quad_pos);
vec3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f));
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));
tint_symbol_1.position = (render_params.inner.modelViewProjectionMatrix * vec4(position, 1.0f));
tint_symbol_1.color = tint_symbol.color;
tint_symbol_1.quad_pos = tint_symbol.quad_pos;
return tint_symbol_1;
}
void main() {
gl_PointSize = 1.0;
VertexInput tint_symbol_2 = VertexInput(position_1, color_1, quad_pos_1);
VertexOutput inner_result = vs_main(tint_symbol_2);
gl_Position = inner_result.position;
color_2 = inner_result.color;
quad_pos_2 = inner_result.quad_pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct TestData {
int dmat2atxa2[4];
};
vec2 rand_seed = vec2(0.0f, 0.0f);
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
uint pad;
uint pad_1;
uint pad_2;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
uint pad_3;
uint pad_4;
};
layout(binding = 0, std140) uniform sim_params_block_ubo {
SimulationParams inner;
} sim_params;
layout(binding = 1, std430) buffer Particles_ssbo {
Particle particles[];
} data;
struct UBO {
uint width;
};
void assign_and_preserve_padding_data_particles_X(uint dest[1], Particle value) {
data.particles[dest[0]].position = value.position;
data.particles[dest[0]].lifetime = value.lifetime;
data.particles[dest[0]].color = value.color;
data.particles[dest[0]].velocity = value.velocity;
}
void simulate(uvec3 GlobalInvocationID) {
rand_seed = ((sim_params.inner.seed.xy * vec2(GlobalInvocationID.xy)) * sim_params.inner.seed.zw);
uint idx = GlobalInvocationID.x;
Particle particle = data.particles[idx];
uint tint_symbol[1] = uint[1](idx);
assign_and_preserve_padding_data_particles_X(tint_symbol, particle);
}
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
simulate(gl_GlobalInvocationID);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
float tint_float_modulo(float lhs, float rhs) {
return (lhs - rhs * trunc(lhs / rhs));
}
struct TestData {
int dmat2atxa2[4];
};
struct RenderParams {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
};
struct VertexInput {
vec3 position;
vec4 color;
vec2 quad_pos;
};
struct VertexOutput {
vec4 position;
vec4 color;
vec2 quad_pos;
};
struct SimulationParams {
float deltaTime;
vec4 seed;
};
struct Particle {
vec3 position;
float lifetime;
vec4 color;
vec2 velocity;
};
struct UBO {
uint width;
uint pad;
uint pad_1;
uint pad_2;
};
layout(binding = 3, std140) uniform ubo_block_ubo {
UBO inner;
} ubo;
layout(binding = 4, std430) buffer Buffer_ssbo {
float weights[];
} buf_in;
layout(binding = 5, std430) buffer Buffer_ssbo_1 {
float weights[];
} buf_out;
layout(rgba8) uniform highp writeonly image2D tex_out;
void export_level(uvec3 coord) {
if (all(lessThan(coord.xy, uvec2(uvec2(imageSize(tex_out)))))) {
uint dst_offset = (coord.x << ((coord.y * ubo.inner.width) & 31u));
uint src_offset = ((coord.x - 2u) + ((coord.y >> 2u) * ubo.inner.width));
float a = buf_in.weights[(src_offset << 0u)];
float b = buf_in.weights[(src_offset + 1u)];
float c = buf_in.weights[((src_offset + 1u) + ubo.inner.width)];
float d = buf_in.weights[((src_offset + 1u) + ubo.inner.width)];
float sum = dot(vec4(a, b, c, d), vec4(1.0f));
buf_out.weights[dst_offset] = tint_float_modulo(sum, 4.0f);
vec4 probabilities = (vec4(a, (a * b), ((a / b) + c), sum) + max(sum, 0.0f));
imageStore(tex_out, ivec2(coord.xy), probabilities);
}
}
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
export_level(gl_GlobalInvocationID);
return;
}