diff options
author | Hans-Kristian Arntzen <post@arntzen-software.no> | 2022-05-18 13:26:20 +0300 |
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committer | Hans-Kristian Arntzen <post@arntzen-software.no> | 2022-05-18 17:37:33 +0300 |
commit | 23662668ddc143da50ee0ccef9a020d81800c9b5 (patch) | |
tree | 704638beccb72b67d8033dfe068a729b0c3a1e87 /reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag | |
parent | d0c8dc30450351321e611b2888a48f8410226a4c (diff) |
Attempt more optimal codegen for OpCompositeInsert.
Speculate that we can modify the SSA value in-place. As long as it is
not used after the modify, this is fine.
Also need to make sure we don't attempt to RMW something that is
impossible to modify.
Diffstat (limited to 'reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag')
-rw-r--r-- | reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag b/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag index 8bffca17..5017be6c 100644 --- a/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag +++ b/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag @@ -206,9 +206,9 @@ fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_G float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0); float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0); float3 _127 = mix(_Globals.ModulatedShadowColor.xyz, float3(1.0), float3(mix(1.0, _118 * _118, _Globals.ShadowFadeFraction))); - float4 _129 = float4(_127.x, _127.y, _127.z, _58.w); - _129.w = 0.0; - out.out_var_SV_Target0 = _129; + float4 _128 = float4(_127.x, _127.y, _127.z, _58.w); + _128.w = 0.0; + out.out_var_SV_Target0 = _128; return out; } |