Files
Seele/res/shaders/StaticMeshBasePass.spirv
T
2023-10-08 21:07:45 +02:00

250 lines
4.8 KiB
Plaintext

#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;
#line 1 0
struct InstanceData_0
{
mat4x4 transformMatrix_0;
};
#line 46 1
layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_InstanceData_t_0 {
InstanceData_0 _data[];
} scene_instances_0;
#line 1 2
struct MeshletDescription_0
{
uint vertexCount_0;
uint primitiveCount_0;
uint vertexOffset_0;
uint primitiveOffset_0;
};
#line 47 1
layout(std430, binding = 0, set = 1) readonly buffer StructuredBuffer_MeshletDescription_t_0 {
MeshletDescription_0 _data[];
} meshlets_meshletInfos_0;
#line 9 2
layout(std430, binding = 1, set = 1) readonly buffer StructuredBuffer_uint8_t_0 {
uint8_t _data[];
} meshlets_primitiveIndices_0;
#line 9
layout(std430, binding = 2, set = 1) readonly buffer StructuredBuffer_uint_t_0 {
uint _data[];
} meshlets_vertexIndices_0;
#line 24 3
layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float4_t_0 {
vec4 _data[];
} vertexData_positions_0;
#line 24
layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 {
vec2 _data[];
} vertexData_texCoords_0;
#line 24
layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_0 {
vec3 _data[];
} vertexData_normals_0;
#line 5 4
struct ViewParameter_0
{
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
};
layout(binding = 0)
layout(std140) uniform _S1
{
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
}viewParams_0;
#line 24 1
uint gs_numVertices_0_init()
{
#line 24
return 0U;
}
shared uint gs_numVertices_0 = gs_numVertices_0_init();
#line 5 3
struct StaticMeshVertexAttributes_0
{
vec4 position_0;
vec2 texCoords_0;
vec3 normal_0;
};
#line 22 1
shared StaticMeshVertexAttributes_0 gs_vertices_0[64];
uint gs_numPrimitives_0_init()
{
#line 25
return 0U;
}
shared uint gs_numPrimitives_0 = gs_numPrimitives_0_init();
#line 23
shared uvec3 gs_indices_0[126];
#line 11
struct MeshShaderPayload_0
{
uint instanceId_0;
uint meshletId_0;
};
#line 20 3
StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S2, InstanceData_0 _S3)
{
#line 28
StaticMeshVertexAttributes_0 attr_0;
attr_0.position_0 = (((((((((vertexData_positions_0._data[_S2]) * (_S3.transformMatrix_0)))) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0)));
attr_0.texCoords_0 = vertexData_texCoords_0._data[_S2];
attr_0.normal_0 = vertexData_normals_0._data[_S2];
return attr_0;
}
#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()
{
#line 39
MeshShaderPayload_0 p_0;
#line 46
InstanceData_0 _S4 = scene_instances_0._data[p_0.instanceId_0];
MeshletDescription_0 _S5 = meshlets_meshletInfos_0._data[p_0.meshletId_0];
uint _S6 = uvec3(gl_LocalInvocationIndex).x;
uint _S7 = _S5.vertexCount_0 - 1U;
#line 64
uint _S8 = _S5.primitiveCount_0 - 1U;
#line 64
uint loop_0 = 0U;
#line 64
for(;;)
{
#line 52
uint v_0 = min(_S6 + loop_0 * 32U, _S7);
atomicMax((gs_numVertices_0), (v_0 + 1U));
gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + v_0])), _S4);
#line 49
uint loop_1 = loop_0 + 1U;
#line 49
if(loop_1 < 2U)
{
}
else
{
#line 49
break;
}
#line 49
loop_0 = loop_1;
#line 49
}
#line 49
loop_0 = 0U;
#line 49
for(;;)
{
#line 64
uint p_1 = min(_S6 + loop_0 * 32U, _S8);
atomicMax((gs_numPrimitives_0), (p_1 + 1U));
uint _S9 = p_1 * 3U;
#line 67
uint _S10 = _S5.primitiveOffset_0 + _S9;
uint idx1_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 1U])];
uint idx2_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 2U])];
gs_indices_0[_S9] = uvec3(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10])]);
gs_indices_0[_S9 + 1U] = uvec3(idx1_0);
gs_indices_0[_S9 + 2U] = uvec3(idx2_0);
#line 61
uint loop_2 = loop_0 + 1U;
#line 61
if(loop_2 < 4U)
{
}
else
{
#line 61
break;
}
#line 61
loop_0 = loop_2;
#line 61
}
#line 78
barrier();
SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0);
barrier();
#line 93
return;
}