blob: 4b70d88cae95a6a6ad2e594bbae3cc9e5fc5dce1 [file] [log] [blame]
dan sinclair196326c2024-12-06 12:40:09 +00001//
2// fragment_main
3//
dan sinclair982bf992024-10-08 16:15:01 +00004#version 460
dan sinclair08b5e372024-10-08 15:54:02 +00005#extension GL_EXT_texture_shadow_lod: require
6precision highp float;
7precision highp int;
dan sinclair6e93ca52024-08-28 23:58:04 +00008
dan sinclair08b5e372024-10-08 15:54:02 +00009layout(binding = 0, std430)
James Price2312bfa2024-12-13 09:53:34 -080010buffer f_prevent_dce_block_ssbo {
James Price71c1d542024-10-10 23:01:19 +000011 float inner;
dan sinclair08b5e372024-10-08 15:54:02 +000012} v;
13uniform highp sampler2DArrayShadow arg_0_arg_1;
14float textureSampleLevel_1bf73e() {
15 vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
16 float res = textureLod(arg_0_arg_1, v_1, float(1));
17 return res;
18}
19void main() {
James Price71c1d542024-10-10 23:01:19 +000020 v.inner = textureSampleLevel_1bf73e();
dan sinclair08b5e372024-10-08 15:54:02 +000021}
dan sinclair196326c2024-12-06 12:40:09 +000022//
23// compute_main
24//
dan sinclair982bf992024-10-08 16:15:01 +000025#version 460
dan sinclair08b5e372024-10-08 15:54:02 +000026#extension GL_EXT_texture_shadow_lod: require
27
28layout(binding = 0, std430)
James Price71c1d542024-10-10 23:01:19 +000029buffer prevent_dce_block_1_ssbo {
30 float inner;
dan sinclair08b5e372024-10-08 15:54:02 +000031} v;
32uniform highp sampler2DArrayShadow arg_0_arg_1;
33float textureSampleLevel_1bf73e() {
34 vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
35 float res = textureLod(arg_0_arg_1, v_1, float(1));
36 return res;
37}
38layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
39void main() {
James Price71c1d542024-10-10 23:01:19 +000040 v.inner = textureSampleLevel_1bf73e();
dan sinclair08b5e372024-10-08 15:54:02 +000041}
dan sinclair196326c2024-12-06 12:40:09 +000042//
43// vertex_main
44//
dan sinclair982bf992024-10-08 16:15:01 +000045#version 460
dan sinclair08b5e372024-10-08 15:54:02 +000046#extension GL_EXT_texture_shadow_lod: require
47
48
49struct VertexOutput {
50 vec4 pos;
51 float prevent_dce;
52};
53
54uniform highp sampler2DArrayShadow arg_0_arg_1;
James Priceced63662024-12-13 10:48:26 -080055layout(location = 0) flat out float tint_interstage_location0;
dan sinclair08b5e372024-10-08 15:54:02 +000056float textureSampleLevel_1bf73e() {
57 vec4 v = vec4(vec2(1.0f), float(1), 0.0f);
58 float res = textureLod(arg_0_arg_1, v, float(1));
59 return res;
60}
61VertexOutput vertex_main_inner() {
James Price49631b52024-12-13 13:34:39 -080062 VertexOutput v_1 = VertexOutput(vec4(0.0f), 0.0f);
63 v_1.pos = vec4(0.0f);
64 v_1.prevent_dce = textureSampleLevel_1bf73e();
65 return v_1;
dan sinclair08b5e372024-10-08 15:54:02 +000066}
67void main() {
James Price49631b52024-12-13 13:34:39 -080068 VertexOutput v_2 = vertex_main_inner();
69 gl_Position = v_2.pos;
James Price25379d32024-11-28 21:23:47 +000070 gl_Position.y = -(gl_Position.y);
71 gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
James Price49631b52024-12-13 13:34:39 -080072 tint_interstage_location0 = v_2.prevent_dce;
dan sinclair08b5e372024-10-08 15:54:02 +000073 gl_PointSize = 1.0f;
74}