diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc | 399 |
1 files changed, 399 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc b/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc new file mode 100644 index 00000000000..47a957663b8 --- /dev/null +++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc @@ -0,0 +1,399 @@ +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wmissing-braces" + +#include <metal_stdlib> +#include <simd/simd.h> + +using namespace metal; + +template<typename T, size_t Num> +struct spvUnsafeArray +{ + T elements[Num ? Num : 1]; + + thread T& operator [] (size_t pos) thread + { + return elements[pos]; + } + constexpr const thread T& operator [] (size_t pos) const thread + { + return elements[pos]; + } + + device T& operator [] (size_t pos) device + { + return elements[pos]; + } + constexpr const device T& operator [] (size_t pos) const device + { + return elements[pos]; + } + + constexpr const constant T& operator [] (size_t pos) const constant + { + return elements[pos]; + } + + threadgroup T& operator [] (size_t pos) threadgroup + { + return elements[pos]; + } + constexpr const threadgroup T& operator [] (size_t pos) const threadgroup + { + return elements[pos]; + } +}; + +struct FVertexFactoryInterpolantsVSToPS +{ + float4 TangentToWorld0; + float4 TangentToWorld2; + float4 Color; + spvUnsafeArray<float4, 1> TexCoords; + float4 LightMapCoordinate; + uint PrimitiveId; + uint LightmapDataIndex; +}; + +struct FVertexFactoryInterpolantsVSToDS +{ + FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS; +}; + +struct FSharedBasePassInterpolants +{ +}; +struct FBasePassInterpolantsVSToDS +{ + FSharedBasePassInterpolants _m0; +}; + +struct FBasePassVSToDS +{ + FVertexFactoryInterpolantsVSToDS FactoryInterpolants; + FBasePassInterpolantsVSToDS BasePassInterpolants; + float4 Position; +}; + +struct FPNTessellationHSToDS +{ + FBasePassVSToDS PassSpecificData; + spvUnsafeArray<float4, 3> WorldPosition; + float3 DisplacementScale; + float TessellationMultiplier; + float WorldDisplacementMultiplier; +}; + +struct type_View +{ + float4x4 View_TranslatedWorldToClip; + float4x4 View_WorldToClip; + float4x4 View_TranslatedWorldToView; + float4x4 View_ViewToTranslatedWorld; + float4x4 View_TranslatedWorldToCameraView; + float4x4 View_CameraViewToTranslatedWorld; + float4x4 View_ViewToClip; + float4x4 View_ViewToClipNoAA; + float4x4 View_ClipToView; + float4x4 View_ClipToTranslatedWorld; + float4x4 View_SVPositionToTranslatedWorld; + float4x4 View_ScreenToWorld; + float4x4 View_ScreenToTranslatedWorld; + packed_float3 View_ViewForward; + float PrePadding_View_844; + packed_float3 View_ViewUp; + float PrePadding_View_860; + packed_float3 View_ViewRight; + float PrePadding_View_876; + packed_float3 View_HMDViewNoRollUp; + float PrePadding_View_892; + packed_float3 View_HMDViewNoRollRight; + float PrePadding_View_908; + float4 View_InvDeviceZToWorldZTransform; + float4 View_ScreenPositionScaleBias; + packed_float3 View_WorldCameraOrigin; + float PrePadding_View_956; + packed_float3 View_TranslatedWorldCameraOrigin; + float PrePadding_View_972; + packed_float3 View_WorldViewOrigin; + float PrePadding_View_988; + packed_float3 View_PreViewTranslation; + float PrePadding_View_1004; + float4x4 View_PrevProjection; + float4x4 View_PrevViewProj; + float4x4 View_PrevViewRotationProj; + float4x4 View_PrevViewToClip; + float4x4 View_PrevClipToView; + float4x4 View_PrevTranslatedWorldToClip; + float4x4 View_PrevTranslatedWorldToView; + float4x4 View_PrevViewToTranslatedWorld; + float4x4 View_PrevTranslatedWorldToCameraView; + float4x4 View_PrevCameraViewToTranslatedWorld; + packed_float3 View_PrevWorldCameraOrigin; + float PrePadding_View_1660; + packed_float3 View_PrevWorldViewOrigin; + float PrePadding_View_1676; + packed_float3 View_PrevPreViewTranslation; + float PrePadding_View_1692; + float4x4 View_PrevInvViewProj; + float4x4 View_PrevScreenToTranslatedWorld; + float4x4 View_ClipToPrevClip; + float4 View_TemporalAAJitter; + float4 View_GlobalClippingPlane; + float2 View_FieldOfViewWideAngles; + float2 View_PrevFieldOfViewWideAngles; + float4 View_ViewRectMin; + float4 View_ViewSizeAndInvSize; + float4 View_BufferSizeAndInvSize; + float4 View_BufferBilinearUVMinMax; + int View_NumSceneColorMSAASamples; + float View_PreExposure; + float View_OneOverPreExposure; + float PrePadding_View_2012; + float4 View_DiffuseOverrideParameter; + float4 View_SpecularOverrideParameter; + float4 View_NormalOverrideParameter; + float2 View_RoughnessOverrideParameter; + float View_PrevFrameGameTime; + float View_PrevFrameRealTime; + float View_OutOfBoundsMask; + float PrePadding_View_2084; + float PrePadding_View_2088; + float PrePadding_View_2092; + packed_float3 View_WorldCameraMovementSinceLastFrame; + float View_CullingSign; + float View_NearPlane; + float View_AdaptiveTessellationFactor; + float View_GameTime; + float View_RealTime; + float View_DeltaTime; + float View_MaterialTextureMipBias; + float View_MaterialTextureDerivativeMultiply; + uint View_Random; + uint View_FrameNumber; + uint View_StateFrameIndexMod8; + uint View_StateFrameIndex; + float View_CameraCut; + float View_UnlitViewmodeMask; + float PrePadding_View_2164; + float PrePadding_View_2168; + float PrePadding_View_2172; + float4 View_DirectionalLightColor; + packed_float3 View_DirectionalLightDirection; + float PrePadding_View_2204; + float4 View_TranslucencyLightingVolumeMin[2]; + float4 View_TranslucencyLightingVolumeInvSize[2]; + float4 View_TemporalAAParams; + float4 View_CircleDOFParams; + float View_DepthOfFieldSensorWidth; + float View_DepthOfFieldFocalDistance; + float View_DepthOfFieldScale; + float View_DepthOfFieldFocalLength; + float View_DepthOfFieldFocalRegion; + float View_DepthOfFieldNearTransitionRegion; + float View_DepthOfFieldFarTransitionRegion; + float View_MotionBlurNormalizedToPixel; + float View_bSubsurfacePostprocessEnabled; + float View_GeneralPurposeTweak; + float View_DemosaicVposOffset; + float PrePadding_View_2348; + packed_float3 View_IndirectLightingColorScale; + float View_HDR32bppEncodingMode; + packed_float3 View_AtmosphericFogSunDirection; + float View_AtmosphericFogSunPower; + float View_AtmosphericFogPower; + float View_AtmosphericFogDensityScale; + float View_AtmosphericFogDensityOffset; + float View_AtmosphericFogGroundOffset; + float View_AtmosphericFogDistanceScale; + float View_AtmosphericFogAltitudeScale; + float View_AtmosphericFogHeightScaleRayleigh; + float View_AtmosphericFogStartDistance; + float View_AtmosphericFogDistanceOffset; + float View_AtmosphericFogSunDiscScale; + uint View_AtmosphericFogRenderMask; + uint View_AtmosphericFogInscatterAltitudeSampleNum; + float4 View_AtmosphericFogSunColor; + packed_float3 View_NormalCurvatureToRoughnessScaleBias; + float View_RenderingReflectionCaptureMask; + float4 View_AmbientCubemapTint; + float View_AmbientCubemapIntensity; + float View_SkyLightParameters; + float PrePadding_View_2488; + float PrePadding_View_2492; + float4 View_SkyLightColor; + float4 View_SkyIrradianceEnvironmentMap[7]; + float View_MobilePreviewMode; + float View_HMDEyePaddingOffset; + float View_ReflectionCubemapMaxMip; + float View_ShowDecalsMask; + uint View_DistanceFieldAOSpecularOcclusionMode; + float View_IndirectCapsuleSelfShadowingIntensity; + float PrePadding_View_2648; + float PrePadding_View_2652; + packed_float3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight; + int View_StereoPassIndex; + float4 View_GlobalVolumeCenterAndExtent[4]; + float4 View_GlobalVolumeWorldToUVAddAndMul[4]; + float View_GlobalVolumeDimension; + float View_GlobalVolumeTexelSize; + float View_MaxGlobalDistance; + float View_bCheckerboardSubsurfaceProfileRendering; + packed_float3 View_VolumetricFogInvGridSize; + float PrePadding_View_2828; + packed_float3 View_VolumetricFogGridZParams; + float PrePadding_View_2844; + float2 View_VolumetricFogSVPosToVolumeUV; + float View_VolumetricFogMaxDistance; + float PrePadding_View_2860; + packed_float3 View_VolumetricLightmapWorldToUVScale; + float PrePadding_View_2876; + packed_float3 View_VolumetricLightmapWorldToUVAdd; + float PrePadding_View_2892; + packed_float3 View_VolumetricLightmapIndirectionTextureSize; + float View_VolumetricLightmapBrickSize; + packed_float3 View_VolumetricLightmapBrickTexelSize; + float View_StereoIPD; + float View_IndirectLightingCacheShowFlag; + float View_EyeToPixelSpreadAngle; +}; + +struct type_StructuredBuffer_v4float +{ + float4 _m0[1]; +}; + +constant float4 _600 = {}; + +struct main0_out +{ + float4 out_var_COLOR0; + uint out_var_LIGHTMAP_ID; + float3 out_var_PN_DisplacementScales; + spvUnsafeArray<float4, 3> out_var_PN_POSITION; + float out_var_PN_TessellationMultiplier; + float out_var_PN_WorldDisplacementMultiplier; + uint out_var_PRIMITIVE_ID; + spvUnsafeArray<float4, 1> out_var_TEXCOORD0; + float4 out_var_TEXCOORD10_centroid; + float4 out_var_TEXCOORD11_centroid; + float4 out_var_TEXCOORD4; + float4 out_var_VS_To_DS_Position; +}; + +struct main0_patchOut +{ + float4 out_var_PN_POSITION9; +}; + +struct main0_in +{ + float4 in_var_TEXCOORD10_centroid [[attribute(0)]]; + float4 in_var_TEXCOORD11_centroid [[attribute(1)]]; + float4 in_var_COLOR0 [[attribute(2)]]; + float4 in_var_TEXCOORD0_0 [[attribute(3)]]; + float4 in_var_TEXCOORD4 [[attribute(4)]]; + uint in_var_PRIMITIVE_ID [[attribute(5)]]; + uint in_var_LIGHTMAP_ID [[attribute(6)]]; + float4 in_var_VS_To_DS_Position [[attribute(7)]]; +}; + +kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], const device type_StructuredBuffer_v4float& View_PrimitiveSceneData [[buffer(1)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) +{ + threadgroup FPNTessellationHSToDS temp_var_hullMainRetVal[3]; + device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3]; + device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID]; + if (gl_InvocationID < spvIndirectParams[0]) + gl_in[gl_InvocationID] = in; + threadgroup_barrier(mem_flags::mem_threadgroup); + if (gl_InvocationID >= 3) + return; + spvUnsafeArray<float4, 12> _144 = spvUnsafeArray<float4, 12>({ gl_in[0].in_var_TEXCOORD10_centroid, gl_in[1].in_var_TEXCOORD10_centroid, gl_in[2].in_var_TEXCOORD10_centroid, gl_in[3].in_var_TEXCOORD10_centroid, gl_in[4].in_var_TEXCOORD10_centroid, gl_in[5].in_var_TEXCOORD10_centroid, gl_in[6].in_var_TEXCOORD10_centroid, gl_in[7].in_var_TEXCOORD10_centroid, gl_in[8].in_var_TEXCOORD10_centroid, gl_in[9].in_var_TEXCOORD10_centroid, gl_in[10].in_var_TEXCOORD10_centroid, gl_in[11].in_var_TEXCOORD10_centroid }); + spvUnsafeArray<float4, 12> _145 = spvUnsafeArray<float4, 12>({ gl_in[0].in_var_TEXCOORD11_centroid, gl_in[1].in_var_TEXCOORD11_centroid, gl_in[2].in_var_TEXCOORD11_centroid, gl_in[3].in_var_TEXCOORD11_centroid, gl_in[4].in_var_TEXCOORD11_centroid, gl_in[5].in_var_TEXCOORD11_centroid, gl_in[6].in_var_TEXCOORD11_centroid, gl_in[7].in_var_TEXCOORD11_centroid, gl_in[8].in_var_TEXCOORD11_centroid, gl_in[9].in_var_TEXCOORD11_centroid, gl_in[10].in_var_TEXCOORD11_centroid, gl_in[11].in_var_TEXCOORD11_centroid }); + spvUnsafeArray<float4, 12> _146 = spvUnsafeArray<float4, 12>({ gl_in[0].in_var_COLOR0, gl_in[1].in_var_COLOR0, gl_in[2].in_var_COLOR0, gl_in[3].in_var_COLOR0, gl_in[4].in_var_COLOR0, gl_in[5].in_var_COLOR0, gl_in[6].in_var_COLOR0, gl_in[7].in_var_COLOR0, gl_in[8].in_var_COLOR0, gl_in[9].in_var_COLOR0, gl_in[10].in_var_COLOR0, gl_in[11].in_var_COLOR0 }); + spvUnsafeArray<spvUnsafeArray<float4, 1>, 12> _147 = spvUnsafeArray<spvUnsafeArray<float4, 1>, 12>({ spvUnsafeArray<float4, 1>({ gl_in[0].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[1].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[2].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[3].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[4].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[5].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[6].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[7].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[8].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[9].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[10].in_var_TEXCOORD0_0 }), spvUnsafeArray<float4, 1>({ gl_in[11].in_var_TEXCOORD0_0 }) }); + spvUnsafeArray<float4, 12> _148 = spvUnsafeArray<float4, 12>({ gl_in[0].in_var_TEXCOORD4, gl_in[1].in_var_TEXCOORD4, gl_in[2].in_var_TEXCOORD4, gl_in[3].in_var_TEXCOORD4, gl_in[4].in_var_TEXCOORD4, gl_in[5].in_var_TEXCOORD4, gl_in[6].in_var_TEXCOORD4, gl_in[7].in_var_TEXCOORD4, gl_in[8].in_var_TEXCOORD4, gl_in[9].in_var_TEXCOORD4, gl_in[10].in_var_TEXCOORD4, gl_in[11].in_var_TEXCOORD4 }); + spvUnsafeArray<uint, 12> _149 = spvUnsafeArray<uint, 12>({ gl_in[0].in_var_PRIMITIVE_ID, gl_in[1].in_var_PRIMITIVE_ID, gl_in[2].in_var_PRIMITIVE_ID, gl_in[3].in_var_PRIMITIVE_ID, gl_in[4].in_var_PRIMITIVE_ID, gl_in[5].in_var_PRIMITIVE_ID, gl_in[6].in_var_PRIMITIVE_ID, gl_in[7].in_var_PRIMITIVE_ID, gl_in[8].in_var_PRIMITIVE_ID, gl_in[9].in_var_PRIMITIVE_ID, gl_in[10].in_var_PRIMITIVE_ID, gl_in[11].in_var_PRIMITIVE_ID }); + spvUnsafeArray<uint, 12> _150 = spvUnsafeArray<uint, 12>({ gl_in[0].in_var_LIGHTMAP_ID, gl_in[1].in_var_LIGHTMAP_ID, gl_in[2].in_var_LIGHTMAP_ID, gl_in[3].in_var_LIGHTMAP_ID, gl_in[4].in_var_LIGHTMAP_ID, gl_in[5].in_var_LIGHTMAP_ID, gl_in[6].in_var_LIGHTMAP_ID, gl_in[7].in_var_LIGHTMAP_ID, gl_in[8].in_var_LIGHTMAP_ID, gl_in[9].in_var_LIGHTMAP_ID, gl_in[10].in_var_LIGHTMAP_ID, gl_in[11].in_var_LIGHTMAP_ID }); + spvUnsafeArray<float4, 12> _259 = spvUnsafeArray<float4, 12>({ gl_in[0].in_var_VS_To_DS_Position, gl_in[1].in_var_VS_To_DS_Position, gl_in[2].in_var_VS_To_DS_Position, gl_in[3].in_var_VS_To_DS_Position, gl_in[4].in_var_VS_To_DS_Position, gl_in[5].in_var_VS_To_DS_Position, gl_in[6].in_var_VS_To_DS_Position, gl_in[7].in_var_VS_To_DS_Position, gl_in[8].in_var_VS_To_DS_Position, gl_in[9].in_var_VS_To_DS_Position, gl_in[10].in_var_VS_To_DS_Position, gl_in[11].in_var_VS_To_DS_Position }); + spvUnsafeArray<FBasePassVSToDS, 12> _284 = spvUnsafeArray<FBasePassVSToDS, 12>({ FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[0], _145[0], _146[0], _147[0], _148[0], _149[0], _150[0] } }, FBasePassInterpolantsVSToDS{ { } }, _259[0] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[1], _145[1], _146[1], _147[1], _148[1], _149[1], _150[1] } }, FBasePassInterpolantsVSToDS{ { } }, _259[1] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[2], _145[2], _146[2], _147[2], _148[2], _149[2], _150[2] } }, FBasePassInterpolantsVSToDS{ { } }, _259[2] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[3], _145[3], _146[3], _147[3], _148[3], _149[3], _150[3] } }, FBasePassInterpolantsVSToDS{ { } }, _259[3] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[4], _145[4], _146[4], _147[4], _148[4], _149[4], _150[4] } }, FBasePassInterpolantsVSToDS{ { } }, _259[4] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[5], _145[5], _146[5], _147[5], _148[5], _149[5], _150[5] } }, FBasePassInterpolantsVSToDS{ { } }, _259[5] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[6], _145[6], _146[6], _147[6], _148[6], _149[6], _150[6] } }, FBasePassInterpolantsVSToDS{ { } }, _259[6] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[7], _145[7], _146[7], _147[7], _148[7], _149[7], _150[7] } }, FBasePassInterpolantsVSToDS{ { } }, _259[7] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[8], _145[8], _146[8], _147[8], _148[8], _149[8], _150[8] } }, FBasePassInterpolantsVSToDS{ { } }, _259[8] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[9], _145[9], _146[9], _147[9], _148[9], _149[9], _150[9] } }, FBasePassInterpolantsVSToDS{ { } }, _259[9] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[10], _145[10], _146[10], _147[10], _148[10], _149[10], _150[10] } }, FBasePassInterpolantsVSToDS{ { } }, _259[10] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _144[11], _145[11], _146[11], _147[11], _148[11], _149[11], _150[11] } }, FBasePassInterpolantsVSToDS{ { } }, _259[11] } }); + spvUnsafeArray<FBasePassVSToDS, 12> param_var_I; + param_var_I = _284; + float4 _301 = float4(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0); + float3 _310 = View_PrimitiveSceneData._m0[(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.PrimitiveId * 26u) + 22u].xyz * float3x3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz) * float3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.w), param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz); + uint _313 = (gl_InvocationID < 2u) ? (gl_InvocationID + 1u) : 0u; + uint _314 = 2u * gl_InvocationID; + uint _315 = 3u + _314; + uint _316 = _314 + 4u; + float4 _328 = float4(param_var_I[_313].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0); + float4 _336 = float4(param_var_I[_315].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0); + float4 _344 = float4(param_var_I[_316].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, 0.0); + spvUnsafeArray<float4, 3> _392 = spvUnsafeArray<float4, 3>({ param_var_I[gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[_313].Position) - (float4(dot(param_var_I[_313].Position - param_var_I[gl_InvocationID].Position, _301)) * _301)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_315].Position) + param_var_I[_316].Position) - (float4(dot(param_var_I[_316].Position - param_var_I[_315].Position, _336)) * _336)) * float4(0.3333333432674407958984375))) * float4(0.5), (((((float4(2.0) * param_var_I[_313].Position) + param_var_I[gl_InvocationID].Position) - (float4(dot(param_var_I[gl_InvocationID].Position - param_var_I[_313].Position, _328)) * _328)) * float4(0.3333333432674407958984375)) + ((((float4(2.0) * param_var_I[_316].Position) + param_var_I[_315].Position) - (float4(dot(param_var_I[_315].Position - param_var_I[_316].Position, _344)) * _344)) * float4(0.3333333432674407958984375))) * float4(0.5) }); + gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0; + gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2; + gl_out[gl_InvocationID].out_var_COLOR0 = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.Color; + gl_out[gl_InvocationID].out_var_TEXCOORD0 = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TexCoords; + gl_out[gl_InvocationID].out_var_TEXCOORD4 = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.LightMapCoordinate; + gl_out[gl_InvocationID].out_var_PRIMITIVE_ID = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.PrimitiveId; + gl_out[gl_InvocationID].out_var_LIGHTMAP_ID = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.LightmapDataIndex; + gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position; + gl_out[gl_InvocationID].out_var_PN_POSITION = _392; + gl_out[gl_InvocationID].out_var_PN_DisplacementScales = _310; + gl_out[gl_InvocationID].out_var_PN_TessellationMultiplier = 1.0; + gl_out[gl_InvocationID].out_var_PN_WorldDisplacementMultiplier = 1.0; + temp_var_hullMainRetVal[gl_InvocationID] = FPNTessellationHSToDS{ param_var_I[gl_InvocationID], _392, _310, 1.0, 1.0 }; + threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup); + if (gl_InvocationID == 0u) + { + float4 _450 = (((((temp_var_hullMainRetVal[0u].WorldPosition[1] + temp_var_hullMainRetVal[0u].WorldPosition[2]) + temp_var_hullMainRetVal[1u].WorldPosition[1]) + temp_var_hullMainRetVal[1u].WorldPosition[2]) + temp_var_hullMainRetVal[2u].WorldPosition[1]) + temp_var_hullMainRetVal[2u].WorldPosition[2]) * float4(0.16666667163372039794921875); + float4 _463 = _600; + _463.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier); + float4 _469 = _463; + _469.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier); + float4 _474 = _469; + _474.z = 0.5 * (temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier); + float4 _481 = _474; + _481.w = 0.333000004291534423828125 * ((temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier) + temp_var_hullMainRetVal[2u].TessellationMultiplier); + float4 _589; + for (;;) + { + float4 _489 = View.View_ViewToClip * float4(0.0); + float4 _494 = View.View_TranslatedWorldToClip * float4(temp_var_hullMainRetVal[0u].WorldPosition[0].xyz, 1.0); + float3 _495 = _494.xyz; + float3 _496 = _489.xyz; + float _498 = _494.w; + float _499 = _489.w; + float4 _516 = View.View_TranslatedWorldToClip * float4(temp_var_hullMainRetVal[1u].WorldPosition[0].xyz, 1.0); + float3 _517 = _516.xyz; + float _519 = _516.w; + float4 _537 = View.View_TranslatedWorldToClip * float4(temp_var_hullMainRetVal[2u].WorldPosition[0].xyz, 1.0); + float3 _538 = _537.xyz; + float _540 = _537.w; + if (any((((select(int3(0), int3(1), (_495 - _496) < float3(_498 + _499)) + (int3(2) * select(int3(0), int3(1), (_495 + _496) > float3((-_498) - _499)))) | (select(int3(0), int3(1), (_517 - _496) < float3(_519 + _499)) + (int3(2) * select(int3(0), int3(1), (_517 + _496) > float3((-_519) - _499))))) | (select(int3(0), int3(1), (_538 - _496) < float3(_540 + _499)) + (int3(2) * select(int3(0), int3(1), (_538 + _496) > float3((-_540) - _499))))) != int3(3))) + { + _589 = float4(0.0); + break; + } + float3 _558 = temp_var_hullMainRetVal[0u].WorldPosition[0].xyz - temp_var_hullMainRetVal[1u].WorldPosition[0].xyz; + float3 _559 = temp_var_hullMainRetVal[1u].WorldPosition[0].xyz - temp_var_hullMainRetVal[2u].WorldPosition[0].xyz; + float3 _560 = temp_var_hullMainRetVal[2u].WorldPosition[0].xyz - temp_var_hullMainRetVal[0u].WorldPosition[0].xyz; + float3 _563 = (float3(0.5) * (temp_var_hullMainRetVal[0u].WorldPosition[0].xyz + temp_var_hullMainRetVal[1u].WorldPosition[0].xyz)) - float3(View.View_TranslatedWorldCameraOrigin); + float3 _566 = (float3(0.5) * (temp_var_hullMainRetVal[1u].WorldPosition[0].xyz + temp_var_hullMainRetVal[2u].WorldPosition[0].xyz)) - float3(View.View_TranslatedWorldCameraOrigin); + float3 _569 = (float3(0.5) * (temp_var_hullMainRetVal[2u].WorldPosition[0].xyz + temp_var_hullMainRetVal[0u].WorldPosition[0].xyz)) - float3(View.View_TranslatedWorldCameraOrigin); + float _573 = sqrt(dot(_559, _559) / dot(_566, _566)); + float _577 = sqrt(dot(_560, _560) / dot(_569, _569)); + float _581 = sqrt(dot(_558, _558) / dot(_563, _563)); + float4 _586 = float4(_573, _577, _581, 1.0); + _586.w = 0.333000004291534423828125 * ((_573 + _577) + _581); + _589 = float4(View.View_AdaptiveTessellationFactor) * _586; + break; + } + float4 _591 = fast::clamp(_481 * _589, float4(1.0), float4(15.0)); + spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0u] = half(_591.x); + spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1u] = half(_591.y); + spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2u] = half(_591.z); + spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_591.w); + patchOut.out_var_PN_POSITION9 = _450 + ((_450 - (((temp_var_hullMainRetVal[2u].WorldPosition[0] + temp_var_hullMainRetVal[1u].WorldPosition[0]) + temp_var_hullMainRetVal[0u].WorldPosition[0]) * float4(0.3333333432674407958984375))) * float4(0.5)); + } +} + |