| #version 310 es |
| |
| |
| struct LightData { |
| vec4 position; |
| vec3 color; |
| float radius; |
| }; |
| |
| struct TileLightIdData { |
| uint count; |
| uint lightId[64]; |
| }; |
| |
| struct Tiles { |
| TileLightIdData data[4]; |
| }; |
| |
| struct Config { |
| uint numLights; |
| uint numTiles; |
| uint tileCountX; |
| uint tileCountY; |
| uint numTileLightSlot; |
| uint tileSize; |
| }; |
| |
| struct Uniforms { |
| vec4 tint_symbol; |
| vec4 tint_symbol_1; |
| mat4 viewMatrix; |
| mat4 projectionMatrix; |
| vec4 fullScreenSize; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer LightsBuffer_1_ssbo { |
| LightData lights[]; |
| } lightsBuffer; |
| layout(binding = 0, std430) |
| buffer tileLightId_block_1_ssbo { |
| Tiles inner; |
| } v; |
| layout(binding = 0, std140) |
| uniform config_block_1_ubo { |
| Config inner; |
| } v_1; |
| layout(binding = 0, std140) |
| uniform uniforms_block_1_ubo { |
| Uniforms inner; |
| } v_2; |
| void tint_symbol_2_inner(uvec3 GlobalInvocationID) { |
| uint index = GlobalInvocationID[0u]; |
| if ((index >= v_1.inner.numLights)) { |
| return; |
| } |
| uint v_3 = index; |
| uint v_4 = index; |
| float v_5 = (lightsBuffer.lights[v_4].position.y - 0.10000000149011611938f); |
| float v_6 = float(index); |
| lightsBuffer.lights[v_3].position[1u] = (v_5 + (0.00100000004749745131f * (v_6 - (64.0f * floor((float(index) / 64.0f)))))); |
| uint v_7 = index; |
| if ((lightsBuffer.lights[v_7].position.y < v_2.inner.tint_symbol.y)) { |
| uint v_8 = index; |
| lightsBuffer.lights[v_8].position[1u] = v_2.inner.tint_symbol_1.y; |
| } |
| mat4 M = v_2.inner.projectionMatrix; |
| float viewNear = (-(M[3].z) / (-1.0f + M[2].z)); |
| float viewFar = (-(M[3].z) / (1.0f + M[2].z)); |
| uint v_9 = index; |
| vec4 lightPos = lightsBuffer.lights[v_9].position; |
| lightPos = (v_2.inner.viewMatrix * lightPos); |
| lightPos = (lightPos / lightPos.w); |
| uint v_10 = index; |
| float lightRadius = lightsBuffer.lights[v_10].radius; |
| vec4 v_11 = lightPos; |
| vec4 boxMin = (v_11 - vec4(vec3(lightRadius), 0.0f)); |
| vec4 v_12 = lightPos; |
| vec4 boxMax = (v_12 + vec4(vec3(lightRadius), 0.0f)); |
| vec4 frustumPlanes[6] = vec4[6](vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| frustumPlanes[4] = vec4(0.0f, 0.0f, -1.0f, viewNear); |
| frustumPlanes[5] = vec4(0.0f, 0.0f, 1.0f, -(viewFar)); |
| int TILE_SIZE = 16; |
| int TILE_COUNT_X = 2; |
| int TILE_COUNT_Y = 2; |
| { |
| int y = 0; |
| while(true) { |
| if ((y < TILE_COUNT_Y)) { |
| } else { |
| break; |
| } |
| { |
| int x = 0; |
| while(true) { |
| if ((x < TILE_COUNT_X)) { |
| } else { |
| break; |
| } |
| ivec2 tilePixel0Idx = ivec2((x * TILE_SIZE), (y * TILE_SIZE)); |
| vec2 v_13 = (2.0f * vec2(tilePixel0Idx)); |
| vec2 floorCoord = ((v_13 / v_2.inner.fullScreenSize.xy) - vec2(1.0f)); |
| ivec2 v_14 = tilePixel0Idx; |
| vec2 v_15 = (2.0f * vec2((v_14 + ivec2(TILE_SIZE)))); |
| vec2 ceilCoord = ((v_15 / v_2.inner.fullScreenSize.xy) - vec2(1.0f)); |
| vec2 viewFloorCoord = vec2((((-(viewNear) * floorCoord.x) - (M[2].x * viewNear)) / M[0].x), (((-(viewNear) * floorCoord.y) - (M[2].y * viewNear)) / M[1].y)); |
| vec2 viewCeilCoord = vec2((((-(viewNear) * ceilCoord.x) - (M[2].x * viewNear)) / M[0].x), (((-(viewNear) * ceilCoord.y) - (M[2].y * viewNear)) / M[1].y)); |
| frustumPlanes[0] = vec4(1.0f, 0.0f, (-(viewFloorCoord.x) / viewNear), 0.0f); |
| frustumPlanes[1] = vec4(-1.0f, 0.0f, (viewCeilCoord.x / viewNear), 0.0f); |
| frustumPlanes[2] = vec4(0.0f, 1.0f, (-(viewFloorCoord.y) / viewNear), 0.0f); |
| frustumPlanes[3] = vec4(0.0f, -1.0f, (viewCeilCoord.y / viewNear), 0.0f); |
| float dp = 0.0f; |
| { |
| uint i = 0u; |
| while(true) { |
| if ((i < 6u)) { |
| } else { |
| break; |
| } |
| vec4 p = vec4(0.0f); |
| uint v_16 = i; |
| if ((frustumPlanes[v_16].x > 0.0f)) { |
| p[0u] = boxMax.x; |
| } else { |
| p[0u] = boxMin.x; |
| } |
| uint v_17 = i; |
| if ((frustumPlanes[v_17].y > 0.0f)) { |
| p[1u] = boxMax.y; |
| } else { |
| p[1u] = boxMin.y; |
| } |
| uint v_18 = i; |
| if ((frustumPlanes[v_18].z > 0.0f)) { |
| p[2u] = boxMax.z; |
| } else { |
| p[2u] = boxMin.z; |
| } |
| p[3u] = 1.0f; |
| float v_19 = dp; |
| vec4 v_20 = p; |
| uint v_21 = i; |
| dp = (v_19 + min(0.0f, dot(v_20, frustumPlanes[v_21]))); |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| } |
| if ((dp >= 0.0f)) { |
| uint tileId = uint((x + (y * TILE_COUNT_X))); |
| bool v_22 = false; |
| if ((tileId < 0u)) { |
| v_22 = true; |
| } else { |
| v_22 = (tileId >= v_1.inner.numTiles); |
| } |
| if (v_22) { |
| { |
| x = (x + 1); |
| } |
| continue; |
| } |
| uint v_23 = tileId; |
| uint offset = atomicAdd(v.inner.data[v_23].count, 1u); |
| if ((offset >= v_1.inner.numTileLightSlot)) { |
| { |
| x = (x + 1); |
| } |
| continue; |
| } |
| uint v_24 = tileId; |
| uint v_25 = offset; |
| v.inner.data[v_24].lightId[v_25] = GlobalInvocationID[0u]; |
| } |
| { |
| x = (x + 1); |
| } |
| continue; |
| } |
| } |
| { |
| y = (y + 1); |
| } |
| continue; |
| } |
| } |
| } |
| layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| tint_symbol_2_inner(gl_GlobalInvocationID); |
| } |