| #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; |
| precision highp int; |
| |
| 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_3 = VertexInput(position_1, color_1, quad_pos_1); |
| VertexOutput inner_result = vs_main(tint_symbol_3); |
| 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; |
| uint pad_1; |
| }; |
| |
| 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_3[1] = uint[1](idx); |
| assign_and_preserve_padding_data_particles_X(tint_symbol_3, 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; |
| }; |
| |
| 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(binding = 7, 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; |
| } |