mirror of
https://github.com/libretro/RetroArch
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118 lines
3.1 KiB
GLSL
118 lines
3.1 KiB
GLSL
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#version 310 es
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struct PatchData
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{
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vec4 Position;
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vec4 LODs;
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};
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layout(binding = 0, std140) uniform Offsets
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{
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PatchData Patches[256];
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} _53;
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layout(binding = 4, std140) uniform GlobalOcean
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{
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vec4 OceanScale;
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vec4 OceanPosition;
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vec4 InvOceanSize_PatchScale;
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vec4 NormalTexCoordScale;
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} _180;
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layout(binding = 0, std140) uniform GlobalVSData
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{
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vec4 g_ViewProj_Row0;
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vec4 g_ViewProj_Row1;
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vec4 g_ViewProj_Row2;
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vec4 g_ViewProj_Row3;
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vec4 g_CamPos;
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vec4 g_CamRight;
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vec4 g_CamUp;
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vec4 g_CamFront;
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vec4 g_SunDir;
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vec4 g_SunColor;
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vec4 g_TimeParams;
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vec4 g_ResolutionParams;
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vec4 g_CamAxisRight;
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vec4 g_FogColor_Distance;
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vec4 g_ShadowVP_Row0;
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vec4 g_ShadowVP_Row1;
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vec4 g_ShadowVP_Row2;
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vec4 g_ShadowVP_Row3;
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} _273;
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layout(binding = 1) uniform mediump sampler2D TexLOD;
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layout(binding = 0) uniform mediump sampler2D TexDisplacement;
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layout(location = 1) in vec4 LODWeights;
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uniform int SPIRV_Cross_BaseInstance;
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layout(location = 0) in vec4 Position;
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layout(location = 0) out vec3 EyeVec;
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layout(location = 1) out vec4 TexCoord;
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uvec4 _483;
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void main()
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{
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float _350 = all(equal(LODWeights, vec4(0.0))) ? _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w : dot(LODWeights, _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs);
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float _352 = floor(_350);
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uint _357 = uint(_352);
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uvec4 _359 = uvec4(Position);
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uvec2 _366 = (uvec2(1u) << uvec2(_357, _357 + 1u)) - uvec2(1u);
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uint _482;
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if (_359.x < 32u)
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{
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_482 = _366.x;
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}
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else
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{
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_482 = 0u;
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}
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uvec4 _445 = _483;
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_445.x = _482;
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uint _484;
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if (_359.y < 32u)
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{
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_484 = _366.x;
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}
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else
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{
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_484 = 0u;
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}
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uvec4 _451 = _445;
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_451.y = _484;
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uint _485;
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if (_359.x < 32u)
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{
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_485 = _366.y;
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}
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else
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{
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_485 = 0u;
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}
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uvec4 _457 = _451;
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_457.z = _485;
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uint _486;
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if (_359.y < 32u)
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{
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_486 = _366.y;
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}
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else
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{
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_486 = 0u;
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}
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uvec4 _463 = _457;
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_463.w = _486;
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vec4 _415 = vec4((_359.xyxy + _463) & (~_366).xxyy);
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vec2 _197 = ((_53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _180.InvOceanSize_PatchScale.zw) + mix(_415.xy, _415.zw, vec2(_350 - _352))) * _180.InvOceanSize_PatchScale.xy;
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vec2 _204 = _197 * _180.NormalTexCoordScale.zw;
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mediump float _431 = textureLod(TexLOD, _197, 0.0).x * 7.96875;
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float _433 = floor(_431);
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vec2 _220 = (_180.InvOceanSize_PatchScale.xy * exp2(_433)) * _180.NormalTexCoordScale.zw;
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vec3 _267 = ((vec3(_197.x, 0.0, _197.y) + mix(textureLod(TexDisplacement, _204 + (_220 * 0.5), _433).yxz, textureLod(TexDisplacement, _204 + (_220 * 1.0), _433 + 1.0).yxz, vec3(_431 - _433))) * _180.OceanScale.xyz) + _180.OceanPosition.xyz;
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EyeVec = _267 - _273.g_CamPos.xyz;
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TexCoord = vec4(_204, _204 * _180.NormalTexCoordScale.xy) + ((_180.InvOceanSize_PatchScale.xyxy * 0.5) * _180.NormalTexCoordScale.zwzw);
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gl_Position = (((_273.g_ViewProj_Row0 * _267.x) + (_273.g_ViewProj_Row1 * _267.y)) + (_273.g_ViewProj_Row2 * _267.z)) + _273.g_ViewProj_Row3;
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}
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