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Seele/res/shaders/test.glsl
T

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#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_shader_8bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types : require
layout(row_major) uniform;
layout(row_major) buffer;
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#line 1 0
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struct InstanceData_0
{
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mat4x4 transformMatrix_0;
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};
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#line 45 1
layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_InstanceData_t_0 {
InstanceData_0 _data[];
} scene_instances_0;
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#line 1 2
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struct MeshletDescription_0
{
uint vertexCount_0;
uint primitiveCount_0;
uint vertexOffset_0;
uint primitiveOffset_0;
};
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#line 46 1
layout(std430, binding = 0, set = 1) readonly buffer StructuredBuffer_MeshletDescription_t_0 {
MeshletDescription_0 _data[];
} meshlets_meshletInfos_0;
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#line 9 2
layout(std430, binding = 1, set = 1) readonly buffer StructuredBuffer_uint8_t_0 {
uint8_t _data[];
} meshlets_primitiveIndices_0;
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#line 9
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layout(std430, binding = 2, set = 1) readonly buffer StructuredBuffer_uint_t_0 {
uint _data[];
} meshlets_vertexIndices_0;
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#line 35 3
layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float3_t_0 {
vec3 _data[];
} vertexData_positions_0;
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#line 35
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layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 {
vec2 _data[];
} vertexData_texCoords_0;
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#line 35
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layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_1 {
vec3 _data[];
} vertexData_normals_0;
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#line 35
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layout(std430, binding = 3, set = 3) readonly buffer StructuredBuffer_float3_t_2 {
vec3 _data[];
} vertexData_tangents_0;
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#line 35
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layout(std430, binding = 4, set = 3) readonly buffer StructuredBuffer_float3_t_3 {
vec3 _data[];
} vertexData_biTangents_0;
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#line 5 4
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struct ViewParameter_0
{
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mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
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};
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layout(binding = 0)
layout(std140) uniform _S1
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{
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mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
}viewParams_0;
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#line 1267 5
out gl_MeshPerVertexEXT
{
vec4 gl_Position;
} gl_MeshVerticesEXT[64];
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#line 24 1
shared uint gs_numVertices_0;
#line 5 3
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struct StaticMeshVertexAttributes_0
{
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vec4 clipPosition_0;
vec3 worldPosition_0;
vec2 texCoords_0;
vec3 normal_0;
vec3 tangent_0;
vec3 biTangent_0;
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};
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#line 22 1
shared StaticMeshVertexAttributes_0 gs_vertices_0[64];
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shared uint gs_numPrimitives_0;
#line 23
shared uvec3 gs_indices_0[126];
#line 7910 6
layout(location = 0)
out vec3 _S2[64];
#line 7910
layout(location = 1)
out vec2 _S3[64];
#line 7910
layout(location = 2)
out vec3 _S4[64];
#line 7910
layout(location = 3)
out vec3 _S5[64];
#line 7910
layout(location = 4)
out vec3 _S6[64];
#line 7910
out uvec3 gl_PrimitiveTriangleIndicesEXT[126];
#line 900 7
StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S7, InstanceData_0 _S8)
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{
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#line 41 3
vec4 worldPos_0 = (((vec4(vertexData_positions_0._data[_S7], 1.0)) * (_S8.transformMatrix_0)));
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#line 39
StaticMeshVertexAttributes_0 attr_0;
#line 44
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attr_0.clipPosition_0 = ((((((worldPos_0) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0)));
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attr_0.worldPosition_0 = worldPos_0.xyz;
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attr_0.texCoords_0 = vertexData_texCoords_0._data[_S7];
attr_0.normal_0 = vertexData_normals_0._data[_S7];
attr_0.tangent_0 = vertexData_tangents_0._data[_S7];
attr_0.biTangent_0 = vertexData_biTangents_0._data[_S7];
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return attr_0;
}
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#line 39 1
layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices = 64) out;
layout(max_primitives = 126) out;
layout(triangles) out;
void main()
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{
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InstanceData_0 _S9 = scene_instances_0._data[gl_LocalInvocationIndex];
MeshletDescription_0 m_0 = meshlets_meshletInfos_0._data[gl_WorkGroupID.x];
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#line 51
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uint _S10 = m_0.vertexCount_0 - 1U;
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#line 63
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uint _S11 = m_0.primitiveCount_0 - 1U;
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#line 82
uint v_0 = min(gl_LocalInvocationIndex, _S10);
uint v_1 = gl_LocalInvocationIndex + 32U;
uint v_2 = min(v_1, _S10);
#line 92
uint p_0 = min(gl_LocalInvocationIndex, _S11);
#line 98
uint p_1 = min(v_1, _S11);
#line 104
uint p_2 = min(gl_LocalInvocationIndex + 64U, _S11);
#line 110
uint p_3 = min(gl_LocalInvocationIndex + 96U, _S11);
#line 110
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uint loop_0 = 0U;
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#line 110
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for(;;)
{
#line 51
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uint v_3 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S10);
atomicMax((gs_numVertices_0), (v_3 + 1U));
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gs_vertices_0[v_3] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + v_3])), _S9);
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#line 48
uint loop_1 = loop_0 + 1U;
#line 48
if(loop_1 < 2U)
{
}
else
{
#line 48
break;
}
#line 48
loop_0 = loop_1;
#line 48
}
#line 48
loop_0 = 0U;
#line 48
for(;;)
{
#line 63
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uint p_4 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S11);
atomicMax((gs_numPrimitives_0), (p_4 + 1U));
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uint _S12 = p_4 * 3U;
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#line 66
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uint _S13 = m_0.primitiveOffset_0 + _S12;
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uint idx1_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 1U])];
uint idx2_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 2U])];
gs_indices_0[_S12] = uvec3(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13])]);
gs_indices_0[_S12 + 1U] = uvec3(idx1_0);
gs_indices_0[_S12 + 2U] = uvec3(idx2_0);
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#line 60
uint loop_2 = loop_0 + 1U;
#line 60
if(loop_2 < 4U)
{
}
else
{
#line 60
break;
}
#line 60
loop_0 = loop_2;
#line 60
}
#line 77
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barrier();
SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0);
barrier();
StaticMeshVertexAttributes_0 _S14 = gs_vertices_0[v_0];
#line 83
gl_MeshVerticesEXT[v_0].gl_Position = gs_vertices_0[v_0].clipPosition_0;
#line 83
_S2[v_0] = _S14.worldPosition_0;
#line 83
_S3[v_0] = _S14.texCoords_0;
#line 83
_S4[v_0] = _S14.normal_0;
#line 83
_S5[v_0] = _S14.tangent_0;
#line 83
_S6[v_0] = _S14.biTangent_0;
#line 88
StaticMeshVertexAttributes_0 _S15 = gs_vertices_0[v_2];
#line 88
gl_MeshVerticesEXT[v_2].gl_Position = gs_vertices_0[v_2].clipPosition_0;
#line 88
_S2[v_2] = _S15.worldPosition_0;
#line 88
_S3[v_2] = _S15.texCoords_0;
#line 88
_S4[v_2] = _S15.normal_0;
#line 88
_S5[v_2] = _S15.tangent_0;
#line 88
_S6[v_2] = _S15.biTangent_0;
#line 93
gl_PrimitiveTriangleIndicesEXT[p_0] = gs_indices_0[p_0];
#line 99
gl_PrimitiveTriangleIndicesEXT[p_1] = gs_indices_0[p_1];
#line 105
gl_PrimitiveTriangleIndicesEXT[p_2] = gs_indices_0[p_2];
#line 111
gl_PrimitiveTriangleIndicesEXT[p_3] = gs_indices_0[p_3];
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return;
}