Files
Xenia-Canary/src/xenia/gpu/vulkan/shaders/rect_list.geom
2018-02-24 11:15:58 -06:00

104 lines
3.2 KiB
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
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;
void main() {
// Most games use the left-aligned form.
bool left_aligned = gl_in[0].gl_Position.x == gl_in[2].gl_Position.x;
if (left_aligned) {
// 0 ------ 1
// | - |
// | // |
// | - |
// 2 ----- [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 = (gl_in[1].gl_Position + gl_in[2].gl_Position) -
gl_in[0].gl_Position;
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
// | - |
// | \\ |
// | - |
// [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 = (gl_in[0].gl_Position + gl_in[2].gl_Position) -
gl_in[1].gl_Position;
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();
}
}