// NOTE: This file is compiled and embedded into the exe. // Use `xenia-build genspirv` and check in any changes under bin/. #version 450 core #extension all : warn #extension GL_ARB_separate_shader_objects : require #extension GL_ARB_explicit_attrib_location : require in gl_PerVertex { vec4 gl_Position; float gl_PointSize; // float gl_ClipDistance[]; } gl_in[]; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; // float gl_ClipDistance[]; }; layout(location = 0) in vec4 in_interpolators[][16]; layout(location = 0) out vec4 out_interpolators[16]; layout(location = 16) in vec2 _in_point_coord_unused[]; layout(location = 17) in float _in_point_size_unused[]; layout(location = 16) out vec2 _out_point_coord_unused; layout(triangles) in; layout(triangle_strip, max_vertices = 6) out; bool equalsEpsilon(vec2 left, vec2 right, float epsilon) { return all(lessThanEqual(abs(left - right), vec2(epsilon))); } void main() { // Most games use a left-aligned form. if (equalsEpsilon(gl_in[0].gl_Position.xy, vec2(gl_in[2].gl_Position.x, gl_in[1].gl_Position.y), 0.001) || equalsEpsilon(gl_in[0].gl_Position.xy, vec2(gl_in[1].gl_Position.x, gl_in[2].gl_Position.y), 0.001)) { // 0 ------ 1 0: -1,-1 // | - | 1: 1,-1 // | // | 2: -1, 1 // | - | 3: [ 1, 1 ] // 2 ----- [3] // // 0 ------ 2 0: -1,-1 // | - | 1: -1, 1 // | // | 2: 1,-1 // | - | 3: [ 1, 1 ] // 1 ------[3] gl_Position = gl_in[0].gl_Position; gl_PointSize = gl_in[0].gl_PointSize; out_interpolators = in_interpolators[0]; EmitVertex(); gl_Position = gl_in[1].gl_Position; gl_PointSize = gl_in[1].gl_PointSize; out_interpolators = in_interpolators[1]; EmitVertex(); gl_Position = gl_in[2].gl_Position; gl_PointSize = gl_in[2].gl_PointSize; out_interpolators = in_interpolators[2]; EmitVertex(); EndPrimitive(); gl_Position = gl_in[2].gl_Position; gl_PointSize = gl_in[2].gl_PointSize; out_interpolators = in_interpolators[2]; EmitVertex(); gl_Position = gl_in[1].gl_Position; gl_PointSize = gl_in[1].gl_PointSize; out_interpolators = in_interpolators[1]; EmitVertex(); gl_Position = vec4((-gl_in[0].gl_Position.xy) + gl_in[1].gl_Position.xy + gl_in[2].gl_Position.xy, gl_in[2].gl_Position.zw); gl_PointSize = gl_in[2].gl_PointSize; for (int i = 0; i < 16; ++i) { out_interpolators[i] = (-in_interpolators[0][i]) + in_interpolators[1][i] + in_interpolators[2][i]; } EmitVertex(); EndPrimitive(); } else { // 0 ------ 1 0: -1,-1 // | - | 1: 1,-1 // | \\ | 2: 1, 1 // | - | 3: [-1, 1 ] // [3] ----- 2 gl_Position = gl_in[0].gl_Position; gl_PointSize = gl_in[0].gl_PointSize; out_interpolators = in_interpolators[0]; EmitVertex(); gl_Position = gl_in[1].gl_Position; gl_PointSize = gl_in[1].gl_PointSize; out_interpolators = in_interpolators[1]; EmitVertex(); gl_Position = gl_in[2].gl_Position; gl_PointSize = gl_in[2].gl_PointSize; out_interpolators = in_interpolators[2]; EmitVertex(); EndPrimitive(); gl_Position = gl_in[0].gl_Position; gl_PointSize = gl_in[0].gl_PointSize; out_interpolators = in_interpolators[0]; EmitVertex(); gl_Position = gl_in[2].gl_Position; gl_PointSize = gl_in[2].gl_PointSize; out_interpolators = in_interpolators[2]; EmitVertex(); gl_Position = vec4( gl_in[0].gl_Position.xy + (-gl_in[1].gl_Position.xy) + gl_in[2].gl_Position.xy, gl_in[2].gl_Position.zw); gl_PointSize = gl_in[2].gl_PointSize; for (int i = 0; i < 16; ++i) { out_interpolators[i] = in_interpolators[0][i] + (-in_interpolators[1][i]) + in_interpolators[2][i]; } EmitVertex(); EndPrimitive(); } }