mirror of
https://github.com/holub/mame
synced 2025-06-22 20:38:50 +03:00

* 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
40 lines
903 B
Python
40 lines
903 B
Python
$input a_texcoord0
|
|
$output v_texcoord0
|
|
|
|
#include "terrain_common.sh"
|
|
|
|
BUFFER_RO(u_CulledSubdBuffer, uint, 2);
|
|
BUFFER_RO(u_VertexBuffer, vec4, 3);
|
|
BUFFER_RO(u_IndexBuffer, uint, 4);
|
|
|
|
void main()
|
|
{
|
|
// get threadID (each key is associated to a thread)
|
|
int threadID = gl_InstanceID;
|
|
|
|
// get coarse triangle associated to the key
|
|
uint primID = u_CulledSubdBuffer[threadID*2];
|
|
|
|
vec4 v_in[3];
|
|
|
|
v_in[0] = u_VertexBuffer[u_IndexBuffer[primID * 3 ]];
|
|
v_in[1] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 1]];
|
|
v_in[2] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 2]];
|
|
|
|
// compute sub-triangle associated to the key
|
|
uint key = u_CulledSubdBuffer[threadID*2+1];
|
|
|
|
vec4 v[3];
|
|
|
|
subd(key, v_in, v);
|
|
|
|
// compute vertex location
|
|
vec4 finalVertex = berp(v, a_texcoord0);
|
|
|
|
finalVertex.z+= dmap(finalVertex.xy);
|
|
|
|
v_texcoord0 = finalVertex.xy * 0.5 + 0.5;
|
|
|
|
gl_Position = mul(u_modelViewProj, finalVertex);
|
|
}
|