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Xenia-Canary/src/xenia/gpu/vulkan/shaders/rect_list.geom

125 lines
4.1 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
#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();
}
}