mirror of
https://github.com/libretro/RetroArch
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47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
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struct UBO_1_1
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{
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float4 v[64];
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};
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ConstantBuffer<UBO_1_1> ubos[] : register(b0, space3);
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ByteAddressBuffer ssbos[] : register(t0, space4);
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Texture2D<float4> uSamplers[] : register(t0, space0);
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SamplerState uSamps[] : register(s0, space2);
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Texture2D<float4> uCombinedSamplers[] : register(t0, space1);
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SamplerState _uCombinedSamplers_sampler[] : register(s0, space1);
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static int vIndex;
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static float4 FragColor;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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nointerpolation int vIndex : TEXCOORD0;
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float2 vUV : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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int i = vIndex;
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FragColor = uSamplers[NonUniformResourceIndex(i + 10)].Sample(uSamps[NonUniformResourceIndex(i + 40)], vUV);
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int _47 = i + 10;
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FragColor = uCombinedSamplers[NonUniformResourceIndex(_47)].Sample(_uCombinedSamplers_sampler[NonUniformResourceIndex(_47)], vUV);
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FragColor += ubos[NonUniformResourceIndex(i + 20)].v[i + 40];
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FragColor += asfloat(ssbos[NonUniformResourceIndex(i + 50)].Load4((i + 60) * 16 + 0));
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vIndex = stage_input.vIndex;
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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