diff options
author | Hans-Kristian Arntzen <hans-kristian.arntzen@arm.com> | 2017-11-22 14:08:06 +0300 |
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committer | Hans-Kristian Arntzen <hans-kristian.arntzen@arm.com> | 2017-11-23 11:50:11 +0300 |
commit | b39e829fc2735ec42471ae0a123df003e5326446 (patch) | |
tree | 0d9806f10ef70f3c0c7299fe9ac63d8539be4460 /reference/opt/shaders/tese | |
parent | 3fac289dea063d053a8965c0011a268d30b7a0ef (diff) |
Add reference output for --opt.
Diffstat (limited to 'reference/opt/shaders/tese')
-rw-r--r-- | reference/opt/shaders/tese/ccw.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/cw.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/equal.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/fractional_even.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/fractional_odd.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/line.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/triangle.tese | 9 | ||||
-rw-r--r-- | reference/opt/shaders/tese/water_tess.tese | 37 |
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); +} + |