trueno/src/shaders/jai/shader_ssao.jai
2025-10-23 17:01:04 +03:00

770 lines
44 KiB
Plaintext

/*
#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.[
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];
/*
#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.[
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/*
#version 300 es
layout(location = 0) in vec2 position;
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_glsl300es := u8.[
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];
/*
#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);
}
*/
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/*
#include <metal_stdlib>
#include <simd/simd.h>
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.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct ssao_fs_params
{
float4x4 projection;
float4 samples[64];
float ssao_power;
};
constant float4 _227 = {};
struct main0_out
{
float4 out_color [[color(0)]];
};
struct main0_in
{
float2 quad_uv [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant ssao_fs_params& _109 [[buffer(0)]], texture2d<float> g_position [[texture(0)]], texture2d<float> g_normal [[texture(1)]], texture2d<float> 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.[
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];
ssao_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "ssao_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_ssao_source_glsl430;
desc.vertex_func.entry = "main";
desc.fragment_func.source = 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;
}