| struct VertexOutput { |
| float4 position; |
| float4 color; |
| float2 quad_pos; |
| }; |
| |
| struct VertexInput { |
| float3 position; |
| float4 color; |
| float2 quad_pos; |
| }; |
| |
| struct Particle { |
| float3 position; |
| float lifetime; |
| float4 color; |
| float2 velocity; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 tint_symbol_4 : SV_Position; |
| }; |
| |
| struct vs_main_outputs { |
| float4 VertexOutput_color : TEXCOORD0; |
| float2 VertexOutput_quad_pos : TEXCOORD1; |
| float4 VertexOutput_position : SV_Position; |
| }; |
| |
| struct vs_main_inputs { |
| float3 VertexInput_position : TEXCOORD0; |
| float4 VertexInput_color : TEXCOORD1; |
| float2 VertexInput_quad_pos : TEXCOORD2; |
| }; |
| |
| struct simulate_inputs { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| struct export_level_inputs { |
| uint3 coord : SV_DispatchThreadID; |
| }; |
| |
| |
| static float2 rand_seed = (0.0f).xx; |
| cbuffer cbuffer_render_params : register(b5) { |
| uint4 render_params[6]; |
| }; |
| cbuffer cbuffer_sim_params : register(b0) { |
| uint4 sim_params[2]; |
| }; |
| RWByteAddressBuffer data : register(u1); |
| Texture1D<float4> tint_symbol_2 : register(t2); |
| cbuffer cbuffer_ubo : register(b3) { |
| uint4 ubo[1]; |
| }; |
| ByteAddressBuffer buf_in : register(t4); |
| RWByteAddressBuffer buf_out : register(u5); |
| Texture2D<float4> tex_in : register(t6); |
| RWTexture2D<float4> tex_out : register(u7); |
| void asinh_468a48() { |
| float16_t arg_0 = float16_t(0.0h); |
| float16_t v = arg_0; |
| float16_t res = log((v + sqrt(((v * v) + float16_t(1.0h))))); |
| } |
| |
| float4 vertex_main_inner() { |
| asinh_468a48(); |
| return (0.0f).xxxx; |
| } |
| |
| void fragment_main() { |
| asinh_468a48(); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void rgba32uintin() { |
| asinh_468a48(); |
| } |
| |
| float4x4 v_1(uint start_byte_offset) { |
| float4 v_2 = asfloat(render_params[(start_byte_offset / 16u)]); |
| float4 v_3 = asfloat(render_params[((16u + start_byte_offset) / 16u)]); |
| float4 v_4 = asfloat(render_params[((32u + start_byte_offset) / 16u)]); |
| return float4x4(v_2, v_3, v_4, asfloat(render_params[((48u + start_byte_offset) / 16u)])); |
| } |
| |
| VertexOutput vs_main_inner(VertexInput tint_symbol) { |
| float3 v_5 = asfloat(render_params[4u].xyz); |
| float3 quad_pos = mul(tint_symbol.quad_pos, float2x3(v_5, asfloat(render_params[5u].xyz))); |
| float3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f)); |
| VertexOutput tint_symbol_1 = (VertexOutput)0; |
| float4x4 v_6 = v_1(0u); |
| tint_symbol_1.position = mul(float4(position, 1.0f), v_6); |
| tint_symbol_1.color = tint_symbol.color; |
| tint_symbol_1.quad_pos = tint_symbol.quad_pos; |
| VertexOutput v_7 = tint_symbol_1; |
| return v_7; |
| } |
| |
| void v_8(uint offset, Particle obj) { |
| data.Store3((offset + 0u), asuint(obj.position)); |
| data.Store((offset + 12u), asuint(obj.lifetime)); |
| data.Store4((offset + 16u), asuint(obj.color)); |
| data.Store2((offset + 32u), asuint(obj.velocity)); |
| } |
| |
| Particle v_9(uint offset) { |
| float3 v_10 = asfloat(data.Load3((offset + 0u))); |
| float v_11 = asfloat(data.Load((offset + 12u))); |
| float4 v_12 = asfloat(data.Load4((offset + 16u))); |
| Particle v_13 = {v_10, v_11, v_12, asfloat(data.Load2((offset + 32u)))}; |
| return v_13; |
| } |
| |
| void simulate_inner(uint3 GlobalInvocationID) { |
| float2 v_14 = asfloat(sim_params[1u]).xy; |
| float2 v_15 = (v_14 * float2(GlobalInvocationID.xy)); |
| rand_seed = (v_15 * asfloat(sim_params[1u]).zw); |
| uint idx = GlobalInvocationID[0u]; |
| Particle particle = v_9((0u + (uint(idx) * 48u))); |
| uint v_16 = (uint(idx) * 48u); |
| Particle v_17 = particle; |
| v_8((0u + v_16), v_17); |
| } |
| |
| void export_level_inner(uint3 coord) { |
| uint2 v_18 = (0u).xx; |
| tex_out.GetDimensions(v_18[0u], v_18[1u]); |
| if (all((coord.xy < uint2(v_18)))) { |
| uint dst_offset = (coord[0u] << ((coord[1u] * ubo[0u].x) & 31u)); |
| uint src_offset = ((coord[0u] - 2u) + ((coord[1u] >> (2u & 31u)) * ubo[0u].x)); |
| float a = asfloat(buf_in.Load((0u + (uint((src_offset << (0u & 31u))) * 4u)))); |
| float b = asfloat(buf_in.Load((0u + (uint((src_offset + 1u)) * 4u)))); |
| float c = asfloat(buf_in.Load((0u + (uint(((src_offset + 1u) + ubo[0u].x)) * 4u)))); |
| float d = asfloat(buf_in.Load((0u + (uint(((src_offset + 1u) + ubo[0u].x)) * 4u)))); |
| float sum = dot(float4(a, b, c, d), (1.0f).xxxx); |
| uint v_19 = (uint(dst_offset) * 4u); |
| float v_20 = (sum / 4.0f); |
| float v_21 = floor(v_20); |
| buf_out.Store((0u + v_19), asuint(((sum - (((v_20 < 0.0f)) ? (ceil(v_20)) : (v_21))) * 4.0f))); |
| float4 v_22 = float4(a, (a * b), ((a / b) + c), sum); |
| float4 probabilities = (v_22 + max(sum, 0.0f)); |
| tex_out[int2(coord.xy)] = probabilities; |
| } |
| } |
| |
| vertex_main_outputs vertex_main() { |
| vertex_main_outputs v_23 = {vertex_main_inner()}; |
| return v_23; |
| } |
| |
| vs_main_outputs vs_main(vs_main_inputs inputs) { |
| VertexInput v_24 = {inputs.VertexInput_position, inputs.VertexInput_color, inputs.VertexInput_quad_pos}; |
| VertexOutput v_25 = vs_main_inner(v_24); |
| vs_main_outputs v_26 = {v_25.color, v_25.quad_pos, v_25.position}; |
| return v_26; |
| } |
| |
| [numthreads(64, 1, 1)] |
| void simulate(simulate_inputs inputs) { |
| simulate_inner(inputs.GlobalInvocationID); |
| } |
| |
| [numthreads(64, 1, 1)] |
| void export_level(export_level_inputs inputs) { |
| export_level_inner(inputs.coord); |
| } |
| |