1#version 310 es 2layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; 3 4layout(binding = 0, std430) readonly buffer Distribution 5{ 6 vec2 distribution[]; 7} _137; 8 9layout(binding = 2, std140) uniform UBO 10{ 11 vec4 uModTime; 12} _166; 13 14layout(binding = 1, std430) writeonly buffer HeightmapFFT 15{ 16 uint heights[]; 17} _225; 18 19uvec2 workaround_mix(uvec2 a, uvec2 b, bvec2 sel) 20{ 21 uint _86; 22 if (sel.x) 23 { 24 _86 = b.x; 25 } 26 else 27 { 28 _86 = a.x; 29 } 30 uint _97; 31 if (sel.y) 32 { 33 _97 = b.y; 34 } 35 else 36 { 37 _97 = a.y; 38 } 39 return uvec2(_86, _97); 40} 41 42vec2 alias(vec2 i, vec2 N) 43{ 44 return mix(i, i - N, greaterThan(i, N * 0.5)); 45} 46 47vec2 cmul(vec2 a, vec2 b) 48{ 49 vec2 r3 = a.yx; 50 vec2 r1 = b.xx; 51 vec2 R0 = a * r1; 52 vec2 r2 = b.yy; 53 vec2 R1 = r2 * r3; 54 return R0 + vec2(-R1.x, R1.y); 55} 56 57uint pack2(vec2 v) 58{ 59 return packHalf2x16(v); 60} 61 62void generate_heightmap() 63{ 64 uvec2 N = uvec2(64u, 1u) * gl_NumWorkGroups.xy; 65 uvec2 i = gl_GlobalInvocationID.xy; 66 uvec2 param = N - i; 67 uvec2 param_1 = uvec2(0u); 68 bvec2 param_2 = equal(i, uvec2(0u)); 69 uvec2 wi = workaround_mix(param, param_1, param_2); 70 vec2 a = _137.distribution[(i.y * N.x) + i.x]; 71 vec2 b = _137.distribution[(wi.y * N.x) + wi.x]; 72 vec2 param_3 = vec2(i); 73 vec2 param_4 = vec2(N); 74 vec2 k = _166.uModTime.xy * alias(param_3, param_4); 75 float k_len = length(k); 76 float w = sqrt(9.81000041961669921875 * k_len) * _166.uModTime.z; 77 float cw = cos(w); 78 float sw = sin(w); 79 vec2 param_5 = a; 80 vec2 param_6 = vec2(cw, sw); 81 a = cmul(param_5, param_6); 82 vec2 param_7 = b; 83 vec2 param_8 = vec2(cw, sw); 84 b = cmul(param_7, param_8); 85 b = vec2(b.x, -b.y); 86 vec2 res = a + b; 87 vec2 param_9 = res; 88 _225.heights[(i.y * N.x) + i.x] = pack2(param_9); 89} 90 91void main() 92{ 93 generate_heightmap(); 94} 95 96