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authorHans-Kristian Arntzen <hans-kristian.arntzen@arm.com>2017-11-22 14:08:06 +0300
committerHans-Kristian Arntzen <hans-kristian.arntzen@arm.com>2017-11-23 11:50:11 +0300
commitb39e829fc2735ec42471ae0a123df003e5326446 (patch)
tree0d9806f10ef70f3c0c7299fe9ac63d8539be4460 /reference/opt/shaders/tese
parent3fac289dea063d053a8965c0011a268d30b7a0ef (diff)
Add reference output for --opt.
Diffstat (limited to 'reference/opt/shaders/tese')
-rw-r--r--reference/opt/shaders/tese/ccw.tese9
-rw-r--r--reference/opt/shaders/tese/cw.tese9
-rw-r--r--reference/opt/shaders/tese/equal.tese9
-rw-r--r--reference/opt/shaders/tese/fractional_even.tese9
-rw-r--r--reference/opt/shaders/tese/fractional_odd.tese9
-rw-r--r--reference/opt/shaders/tese/line.tese9
-rw-r--r--reference/opt/shaders/tese/triangle.tese9
-rw-r--r--reference/opt/shaders/tese/water_tess.tese37
8 files changed, 100 insertions, 0 deletions
diff --git a/reference/opt/shaders/tese/ccw.tese b/reference/opt/shaders/tese/ccw.tese
new file mode 100644
index 00000000..a2a4508a
--- /dev/null
+++ b/reference/opt/shaders/tese/ccw.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, ccw, fractional_even_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/cw.tese b/reference/opt/shaders/tese/cw.tese
new file mode 100644
index 00000000..95781493
--- /dev/null
+++ b/reference/opt/shaders/tese/cw.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, cw, fractional_even_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/equal.tese b/reference/opt/shaders/tese/equal.tese
new file mode 100644
index 00000000..6d30518a
--- /dev/null
+++ b/reference/opt/shaders/tese/equal.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, cw, equal_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/fractional_even.tese b/reference/opt/shaders/tese/fractional_even.tese
new file mode 100644
index 00000000..95781493
--- /dev/null
+++ b/reference/opt/shaders/tese/fractional_even.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, cw, fractional_even_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/fractional_odd.tese b/reference/opt/shaders/tese/fractional_odd.tese
new file mode 100644
index 00000000..608c19ab
--- /dev/null
+++ b/reference/opt/shaders/tese/fractional_odd.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, cw, fractional_odd_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/line.tese b/reference/opt/shaders/tese/line.tese
new file mode 100644
index 00000000..8b6ad8da
--- /dev/null
+++ b/reference/opt/shaders/tese/line.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(isolines, point_mode, fractional_even_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/triangle.tese b/reference/opt/shaders/tese/triangle.tese
new file mode 100644
index 00000000..95781493
--- /dev/null
+++ b/reference/opt/shaders/tese/triangle.tese
@@ -0,0 +1,9 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(triangles, cw, fractional_even_spacing) in;
+
+void main()
+{
+ gl_Position = vec4(1.0);
+}
+
diff --git a/reference/opt/shaders/tese/water_tess.tese b/reference/opt/shaders/tese/water_tess.tese
new file mode 100644
index 00000000..6efa9f0a
--- /dev/null
+++ b/reference/opt/shaders/tese/water_tess.tese
@@ -0,0 +1,37 @@
+#version 310 es
+#extension GL_EXT_tessellation_shader : require
+layout(quads, cw, fractional_even_spacing) in;
+
+layout(binding = 1, std140) uniform UBO
+{
+ mat4 uMVP;
+ vec4 uScale;
+ vec2 uInvScale;
+ vec3 uCamPos;
+ vec2 uPatchSize;
+ vec2 uInvHeightmapSize;
+} _31;
+
+layout(binding = 0) uniform mediump sampler2D uHeightmapDisplacement;
+
+layout(location = 0) patch in vec2 vOutPatchPosBase;
+layout(location = 1) patch in vec4 vPatchLods;
+layout(location = 1) out vec4 vGradNormalTex;
+layout(location = 0) out vec3 vWorld;
+
+void main()
+{
+ vec2 _201 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize);
+ vec2 _214 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.xy.x));
+ float _221 = mix(_214.x, _214.y, gl_TessCoord.xy.y);
+ mediump float _223 = floor(_221);
+ mediump float _226 = _221 - _223;
+ vec2 _125 = _201 * _31.uInvHeightmapSize;
+ vec2 _141 = _31.uInvHeightmapSize * exp2(_223);
+ vGradNormalTex = vec4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
+ mediump vec3 _253 = mix(textureLod(uHeightmapDisplacement, _125 + (_141 * 0.5), _223).xyz, textureLod(uHeightmapDisplacement, _125 + (_141 * 1.0), _223 + 1.0).xyz, vec3(_226));
+ vec2 _171 = (_201 * _31.uScale.xy) + _253.yz;
+ vWorld = vec3(_171.x, _253.x, _171.y);
+ gl_Position = _31.uMVP * vec4(vWorld, 1.0);
+}
+