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Tests/Shaders/.gitignore
vendored
1
Tests/Shaders/.gitignore
vendored
@@ -2,3 +2,4 @@
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*.wgsl.h
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*.json
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*.glsl.h
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*.glsl
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@@ -1,39 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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// struct SSBO omitted (used as UBO/SSBO)
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layout(binding = 0, std430) readonly buffer _nzslBindingread_ssbo
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{
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uint data[];
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} read_ssbo;
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layout(binding = 1, std430) writeonly buffer _nzslBindingwrite_ssbo
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{
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uint data[];
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} write_ssbo;
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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write_ssbo.data[input_.indices.x * input_.indices.y] = read_ssbo.data[input_.indices.x * input_.indices.y];
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}
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@@ -1,36 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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precision highp image2D;
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#else
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precision mediump float;
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precision mediump image2D;
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#endif
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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// struct SSBO omitted (used as UBO/SSBO)
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layout(binding = 0, rgba8) uniform readonly image2D read_texture;
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layout(binding = 1, std430) readonly buffer _nzslBindingread_ssbo
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{
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uint data[];
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} read_ssbo;
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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}
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@@ -1,42 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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precision highp image2D;
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#else
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precision mediump float;
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precision mediump image2D;
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#endif
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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// struct SSBO omitted (used as UBO/SSBO)
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layout(binding = 0, rgba8) uniform readonly image2D read_texture;
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layout(binding = 1, std430) readonly buffer _nzslBindingread_ssbo
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{
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uint data[];
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} read_ssbo;
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layout(binding = 2) uniform image2D write_texture;
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layout(binding = 3, std430) writeonly buffer _nzslBindingwrite_ssbo
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{
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uint data[];
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} write_ssbo;
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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}
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@@ -1,26 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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}
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@@ -1,34 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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// struct SSBO omitted (used as UBO/SSBO)
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layout(binding = 0, std430) buffer _nzslBindingssbo
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{
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uint data[];
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} ssbo;
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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ssbo.data[input_.indices.x * input_.indices.y] = uint(-1);
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}
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@@ -1,36 +0,0 @@
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#version 310 es
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// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
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precision highp int;
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#if GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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precision highp image2D;
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#else
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precision mediump float;
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precision mediump image2D;
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#endif
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// header end
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struct Input
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{
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uvec3 indices;
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};
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// struct SSBO omitted (used as UBO/SSBO)
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layout(binding = 0, rgba8) uniform image2D write_texture;
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layout(binding = 1, std430) buffer _nzslBindingwrite_ssbo
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{
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uint data[];
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} write_ssbo;
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void main()
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{
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Input input_;
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input_.indices = gl_GlobalInvocationID;
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}
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