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Xenia-Canary/src/xenia/gpu/vulkan/shaders/point_list.gs.glsl

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GLSL

// 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_shading_language_420pack : require
#extension GL_ARB_separate_shader_objects : require
#extension GL_ARB_explicit_attrib_location : require
layout(push_constant) uniform push_consts_type {
vec4 window_scale;
vec4 vtx_fmt;
vec4 point_size;
vec4 alpha_test;
uint ps_param_gen;
} push_constants;
in gl_PerVertex {
vec4 gl_Position;
// float gl_ClipDistance[];
} gl_in[];
out gl_PerVertex {
vec4 gl_Position;
// float gl_ClipDistance[];
};
layout(location = 0) in vec4 in_interpolators[][16];
layout(location = 16) in vec2 in_point_coord_unused[];
layout(location = 17) in float point_size[];
layout(location = 0) out vec4 out_interpolators[16];
layout(location = 16) out vec2 point_coord;
// TODO(benvanik): clamp to min/max.
// TODO(benvanik): figure out how to see which interpolator gets adjusted.
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
void main() {
const vec2 offsets[4] = {
vec2(-1.0, 1.0),
vec2( 1.0, 1.0),
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
};
vec4 pos = gl_in[0].gl_Position;
vec2 window_scaled_psize = push_constants.point_size.xy;
// Shader header writes -1.0f to pointSize by default, so any positive value
// means that it was overwritten by the translated vertex shader.
if (point_size[0] > 0.0f) {
window_scaled_psize = vec2(point_size[0]);
}
window_scaled_psize /= push_constants.window_scale.zw;
for (int i = 0; i < 4; ++i) {
gl_Position = vec4(pos.xy + (offsets[i] * window_scaled_psize), pos.zw);
out_interpolators = in_interpolators[0];
point_coord = max(offsets[i], vec2(0.0f));
EmitVertex();
}
EndPrimitive();
}