Spracherkennung für: .glsl vermutete Sprache: Unknown {[0] [0] [0]} [Methode: Schwerpunktbildung, einfache Gewichte, sechs Dimensionen]
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v.
2.
0. If a copy of the MPL was not distributed with this
* file, You can obtain one at
http://mozilla.org/MPL/2.
0/. */
uniform HIGHP_SAMPLER_FLOAT sampler2D sGpuBufferF;
uniform HIGHP_SAMPLER_FLOAT isampler2D sGpuBufferI;
ivec2 get_gpu_buffer_uv(HIGHP_FS_ADDRESS int address) {
return ivec2(uint(address) % WR_MAX_VERTEX_TEXTURE_WIDTH,
uint(address) / WR_MAX_VERTEX_TEXTURE_WIDTH);
}
vec4 fetch_from_gpu_buffer_1f(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return texelFetch(sGpuBufferF, uv,
0);
}
vec4[
2] fetch_from_gpu_buffer_2f(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return vec4[
2](
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
0,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
1,
0))
);
}
vec4[
3] fetch_from_gpu_buffer_3f(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return vec4[
3](
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
0,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
1,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
2,
0))
);
}
vec4[
4] fetch_from_gpu_buffer_4f(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return vec4[
4](
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
0,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
1,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
2,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
3,
0))
);
}
vec4[
5] fetch_from_gpu_buffer_5f(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return vec4[
5](
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
0,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
1,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
2,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
3,
0)),
TEXEL_FETCH(sGpuBufferF, uv,
0, ivec2(
4,
0))
);
}
ivec4 fetch_from_gpu_buffer_1i(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_buffer_uv(address);
return texelFetch(sGpuBufferI, uv,
0);
}