mame/3rdparty/bgfx/examples/08-update/cs_update.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

31 lines
632 B
Python

/*
* Copyright 2014 Stanlo Slasinski. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "bgfx_compute.sh"
IMAGE2D_ARRAY_WR(s_texColor, rgba8, 0);
uniform vec4 u_time;
NUM_THREADS(16, 16, 1)
void main()
{
vec3 colors[] =
{
vec3(1.0, 0.0, 0.0),
vec3(1.0, 1.0, 0.0),
vec3(1.0, 0.0, 1.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 1.0, 1.0),
vec3(0.0, 0.0, 1.0),
};
for (int face = 0; face < 6; face++)
{
vec3 color = colors[face]*0.75 + sin(u_time.x*4.0)*0.25;
ivec3 dest = ivec3(gl_GlobalInvocationID.xy, face);
imageStore(s_texColor, dest, vec4(color, 1.0) );
}
}