/* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc -i shader_ssao.glsl -o ./jai/shader_ssao.jai -l glsl430:glsl300es:metal_macos -f sokol_jai Overview: ========= Shader program: 'ssao': Get shader desc: ssao_shader_desc(sg_query_backend()) Vertex Shader: vs_ssao Fragment Shader: fs_ssao Attributes: ATTR_ssao_position => 0 ATTR_ssao_uv => 1 Bindings: Uniform block 'ssao_fs_params': Jai struct: Ssao_Fs_Params Bind slot: UB_ssao_fs_params => 1 Image 'g_position': Image type: ._2D Sample type: .FLOAT Multisampled: false Bind slot: IMG_g_position => 0 Image 'g_normal': Image type: ._2D Sample type: .FLOAT Multisampled: false Bind slot: IMG_g_normal => 1 Image 'tex_noise': Image type: ._2D Sample type: .FLOAT Multisampled: false Bind slot: IMG_tex_noise => 2 Sampler 'ssao_smp': Type: .FILTERING Bind slot: SMP_ssao_smp => 0 */ ATTR_ssao_position :: 0; ATTR_ssao_uv :: 1; UB_ssao_fs_params :: 1; IMG_g_position :: 0; IMG_g_normal :: 1; IMG_tex_noise :: 2; SMP_ssao_smp :: 0; Ssao_Fs_Params :: struct { projection: [16]float; samples: [64][4]float; ssao_power: float; _: [12]u8; }; /* #version 430 layout(location = 0) in vec2 position; layout(location = 0) out vec2 quad_uv; layout(location = 1) in vec2 uv; void main() { gl_Position = vec4(position, 0.0, 1.0); quad_uv = uv; } */ vs_ssao_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, 0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74, 0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61, 0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65, 0x63,0x32,0x20,0x71,0x75,0x61,0x64,0x5f,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79,0x6f, 0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29, 0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f, 0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20, 0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65, 0x63,0x34,0x28,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2c,0x20,0x30,0x2e,0x30, 0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x71,0x75,0x61,0x64, 0x5f,0x75,0x76,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 430 vec4 _220; uniform vec4 ssao_fs_params[69]; layout(binding = 16) uniform sampler2D g_position_ssao_smp; layout(binding = 17) uniform sampler2D g_normal_ssao_smp; layout(binding = 18) uniform sampler2D tex_noise_ssao_smp; layout(location = 0) in vec2 quad_uv; layout(location = 0) out vec4 out_color; void main() { vec3 _26 = texture(g_position_ssao_smp, quad_uv).xyz; vec3 _35 = normalize(texture(g_normal_ssao_smp, quad_uv).xyz); vec3 _51 = normalize(texture(tex_noise_ssao_smp, quad_uv * vec2(480.0, 270.0)).xyz); vec3 _60 = normalize(_51 - (_35 * dot(_51, _35))); mat3 _85 = mat3(_60, cross(_35, _60), _35); float occlusion = 0.0; for (int i = 0; i < 64; i++) { vec3 _121 = _26 + ((_85 * ssao_fs_params[i * 1 + 4].xyz) * 0.5); vec4 _133 = mat4(ssao_fs_params[0], ssao_fs_params[1], ssao_fs_params[2], ssao_fs_params[3]) * vec4(_121, 1.0); vec3 _140 = _133.xyz / vec3(_133.w); vec4 _204; _204.x = _140.x; _204.y = _140.y; vec3 _154 = (_204.xyz * 0.5) + vec3(0.5); vec4 _210; _210.x = _154.x; _210.y = _154.y; vec4 _167 = texture(g_position_ssao_smp, _210.xy); if (length(_167.xyz) > 0.00999999977648258209228515625) { occlusion += float(_167.z >= _121.z); } } float _185 = occlusion; float _188 = 1.0 - (_185 * 0.015625); occlusion = _188; float _196 = pow(_188, ssao_fs_params[68].x); out_color = vec4(_196, _196, _196, 1.0); } */ fs_ssao_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x76,0x65, 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vec4(position, 0.0, 1.0); quad_uv = uv; } */ vs_ssao_source_glsl300es := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f, 0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32, 0x20,0x71,0x75,0x61,0x64,0x5f,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74, 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69, 0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64, 0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c, 0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65,0x63,0x34, 0x28,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2c,0x20,0x30,0x2e,0x30,0x2c,0x20, 0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x71,0x75,0x61,0x64,0x5f,0x75, 0x76,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 300 es precision mediump float; precision highp int; vec4 _220; uniform highp vec4 ssao_fs_params[69]; uniform highp sampler2D g_position_ssao_smp; uniform highp sampler2D g_normal_ssao_smp; uniform highp sampler2D tex_noise_ssao_smp; in highp vec2 quad_uv; layout(location = 0) out highp vec4 out_color; void main() { highp vec3 _26 = texture(g_position_ssao_smp, quad_uv).xyz; highp vec3 _35 = normalize(texture(g_normal_ssao_smp, quad_uv).xyz); highp vec3 _51 = normalize(texture(tex_noise_ssao_smp, quad_uv * vec2(480.0, 270.0)).xyz); highp vec3 _60 = normalize(_51 - (_35 * dot(_51, _35))); highp mat3 _85 = mat3(_60, cross(_35, _60), _35); highp float occlusion = 0.0; for (int i = 0; i < 64; i++) { highp vec3 _121 = _26 + ((_85 * ssao_fs_params[i * 1 + 4].xyz) * 0.5); highp vec4 _133 = mat4(ssao_fs_params[0], ssao_fs_params[1], ssao_fs_params[2], ssao_fs_params[3]) * vec4(_121, 1.0); highp vec3 _140 = _133.xyz / vec3(_133.w); highp vec4 _204; _204.x = _140.x; _204.y = _140.y; highp vec3 _154 = (_204.xyz * 0.5) + vec3(0.5); highp vec4 _210; _210.x = _154.x; _210.y = _154.y; highp vec4 _167 = texture(g_position_ssao_smp, _210.xy); if (length(_167.xyz) > 0.00999999977648258209228515625) { occlusion += float(_167.z >= _121.z); } } highp float _185 = occlusion; highp float _188 = 1.0 - (_185 * 0.015625); occlusion = _188; highp float _196 = pow(_188, ssao_fs_params[68].x); out_color = vec4(_196, _196, _196, 1.0); } */ fs_ssao_source_glsl300es := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d, 0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69, 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x76, 0x65,0x63,0x34,0x20,0x5f,0x32,0x32,0x30,0x3b,0x0a,0x0a,0x75,0x6e,0x69,0x66,0x6f, 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0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #include #include using namespace metal; struct main0_out { float2 quad_uv [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float2 position [[attribute(0)]]; float2 uv [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; out.gl_Position = float4(in.position, 0.0, 1.0); out.quad_uv = in.uv; return out; } */ vs_ssao_source_metal_macos := u8.[ 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 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fragment main0_out main0(main0_in in [[stage_in]], constant ssao_fs_params& _109 [[buffer(0)]], texture2d g_position [[texture(0)]], texture2d g_normal [[texture(1)]], texture2d tex_noise [[texture(2)]], sampler ssao_smp [[sampler(0)]]) { main0_out out = {}; float3 _26 = g_position.sample(ssao_smp, in.quad_uv).xyz; float3 _35 = fast::normalize(g_normal.sample(ssao_smp, in.quad_uv).xyz); float3 _51 = fast::normalize(tex_noise.sample(ssao_smp, (in.quad_uv * float2(480.0, 270.0))).xyz); float3 _60 = fast::normalize(_51 - (_35 * dot(_51, _35))); float3x3 _85 = float3x3(_60, cross(_35, _60), _35); float occlusion = 0.0; for (int i = 0; i < 64; i++) { float3 _121 = _26 + ((_85 * _109.samples[i].xyz) * 0.5); float4 _133 = _109.projection * float4(_121, 1.0); float3 _140 = _133.xyz / float3(_133.w); float4 _208; _208.x = _140.x; _208.y = _140.y; float3 _154 = (_208.xyz * 0.5) + float3(0.5); float4 _214; _214.x = _154.x; _214.y = 1.0 - _154.y; float4 _171 = g_position.sample(ssao_smp, _214.xy); if (length(_171.xyz) > 0.00999999977648258209228515625) { occlusion += float(_171.z >= _121.z); } } float _189 = occlusion; float _192 = 1.0 - (_189 * 0.015625); occlusion = _192; float _200 = powr(_192, _109.ssao_power); out.out_color = float4(_200, _200, _200, 1.0); return out; } */ fs_ssao_source_metal_macos := u8.[ 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x73, 0x73,0x61,0x6f,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a, 0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x70,0x72,0x6f, 0x6a,0x65,0x63,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f, 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xx *fs_ssao_source_glsl430; desc.fragment_func.entry = "main"; desc.attrs[0].base_type = .FLOAT; desc.attrs[0].glsl_name = "position"; desc.attrs[1].base_type = .FLOAT; desc.attrs[1].glsl_name = "uv"; desc.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 1104; desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT4; desc.uniform_blocks[1].glsl_uniforms[0].array_count = 69; desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "ssao_fs_params"; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.images[1].stage = .FRAGMENT; desc.images[1].multisampled = false; desc.images[1].image_type = ._2D; desc.images[1].sample_type = .FLOAT; desc.images[2].stage = .FRAGMENT; desc.images[2].multisampled = false; desc.images[2].image_type = ._2D; desc.images[2].sample_type = .FLOAT; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; desc.image_sampler_pairs[0].glsl_name = "g_position_ssao_smp"; desc.image_sampler_pairs[1].stage = .FRAGMENT; desc.image_sampler_pairs[1].image_slot = 1; desc.image_sampler_pairs[1].sampler_slot = 0; desc.image_sampler_pairs[1].glsl_name = "g_normal_ssao_smp"; desc.image_sampler_pairs[2].stage = .FRAGMENT; desc.image_sampler_pairs[2].image_slot = 2; desc.image_sampler_pairs[2].sampler_slot = 0; desc.image_sampler_pairs[2].glsl_name = "tex_noise_ssao_smp"; case .GLES3; desc.vertex_func.source = xx *vs_ssao_source_glsl300es; desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_ssao_source_glsl300es; desc.fragment_func.entry = "main"; desc.attrs[0].base_type = .FLOAT; desc.attrs[0].glsl_name = "position"; desc.attrs[1].base_type = .FLOAT; desc.attrs[1].glsl_name = "uv"; desc.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 1104; desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT4; desc.uniform_blocks[1].glsl_uniforms[0].array_count = 69; desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "ssao_fs_params"; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.images[1].stage = .FRAGMENT; desc.images[1].multisampled = false; desc.images[1].image_type = ._2D; desc.images[1].sample_type = .FLOAT; desc.images[2].stage = .FRAGMENT; desc.images[2].multisampled = false; desc.images[2].image_type = ._2D; desc.images[2].sample_type = .FLOAT; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; desc.image_sampler_pairs[0].glsl_name = "g_position_ssao_smp"; desc.image_sampler_pairs[1].stage = .FRAGMENT; desc.image_sampler_pairs[1].image_slot = 1; desc.image_sampler_pairs[1].sampler_slot = 0; desc.image_sampler_pairs[1].glsl_name = "g_normal_ssao_smp"; desc.image_sampler_pairs[2].stage = .FRAGMENT; desc.image_sampler_pairs[2].image_slot = 2; desc.image_sampler_pairs[2].sampler_slot = 0; desc.image_sampler_pairs[2].glsl_name = "tex_noise_ssao_smp"; case .METAL_MACOS; desc.vertex_func.source = xx *vs_ssao_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = xx *fs_ssao_source_metal_macos; desc.fragment_func.entry = "main0"; desc.attrs[0].base_type = .FLOAT; desc.attrs[1].base_type = .FLOAT; desc.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 1104; desc.uniform_blocks[1].msl_buffer_n = 0; desc.images[0].stage = .FRAGMENT; desc.images[0].multisampled = false; desc.images[0].image_type = ._2D; desc.images[0].sample_type = .FLOAT; desc.images[0].msl_texture_n = 0; desc.images[1].stage = .FRAGMENT; desc.images[1].multisampled = false; desc.images[1].image_type = ._2D; desc.images[1].sample_type = .FLOAT; desc.images[1].msl_texture_n = 1; desc.images[2].stage = .FRAGMENT; desc.images[2].multisampled = false; desc.images[2].image_type = ._2D; desc.images[2].sample_type = .FLOAT; desc.images[2].msl_texture_n = 2; desc.samplers[0].stage = .FRAGMENT; desc.samplers[0].sampler_type = .FILTERING; desc.samplers[0].msl_sampler_n = 0; desc.image_sampler_pairs[0].stage = .FRAGMENT; desc.image_sampler_pairs[0].image_slot = 0; desc.image_sampler_pairs[0].sampler_slot = 0; desc.image_sampler_pairs[1].stage = .FRAGMENT; desc.image_sampler_pairs[1].image_slot = 1; desc.image_sampler_pairs[1].sampler_slot = 0; desc.image_sampler_pairs[2].stage = .FRAGMENT; desc.image_sampler_pairs[2].image_slot = 2; desc.image_sampler_pairs[2].sampler_slot = 0; } return desc; }