@@ -55,93 +55,92 @@ kernel void main0(constant type_UniformBuffer& UniformBuffer [[buffer(0)]], text
5555{
5656 do
5757 {
58- uint2 _73 = uint2(colorTexture.get_width(), colorTexture.get_height());
59- bool _85 ;
60- if (!(gl_GlobalInvocationID.x >= _73 .x))
58+ uint2 _72 = uint2(colorTexture.get_width(), colorTexture.get_height());
59+ bool _84 ;
60+ if (!(gl_GlobalInvocationID.x >= _72 .x))
6161 {
62- _85 = gl_GlobalInvocationID.y >= _73 .y;
62+ _84 = gl_GlobalInvocationID.y >= _72 .y;
6363 }
6464 else
6565 {
66- _85 = true;
66+ _84 = true;
6767 }
68- if (_85 )
68+ if (_84 )
6969 {
7070 break;
7171 }
72- float4 _90 = colorTexture.read(uint2(gl_GlobalInvocationID.xy), 0u);
73- float3 _91 = _90 .xyz;
74- uint4 _94 = voxelTexture.read(uint2(gl_GlobalInvocationID.xy), 0u);
75- uint _95 = _94 .x;
76- float3 _177 ;
77- if ((_95 & 1u) != 0u)
72+ float4 _89 = colorTexture.read(uint2(gl_GlobalInvocationID.xy), 0u);
73+ float3 _90 = _89 .xyz;
74+ uint4 _93 = voxelTexture.read(uint2(gl_GlobalInvocationID.xy), 0u);
75+ uint _94 = _93 .x;
76+ float3 _172 ;
77+ if ((_94 & 1u) != 0u)
7878 {
79- float _170 ;
79+ float _165 ;
8080 do
8181 {
82- float4 _124 = UniformBuffer.ShadowTransform * float4(positionTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).xyz, 1.0);
83- float3 _128 = _124.xyz / float3(_124.w);
84- float2 _131 = (_128.xy * 0.5) + float2(0.5);
85- float _133 = 1.0 - _131.y;
86- float2 _134 = _131;
87- _134.y = _133;
88- float _135 = _131.x;
89- bool _141;
90- if (!(_135 < 0.0))
82+ float4 _123 = UniformBuffer.ShadowTransform * float4(positionTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).xyz, 1.0);
83+ float2 _126 = (_123.xy * 0.5) + float2(0.5);
84+ float _128 = 1.0 - _126.y;
85+ float2 _129 = _126;
86+ _129.y = _128;
87+ float _130 = _126.x;
88+ bool _136;
89+ if (!(_130 < 0.0))
9190 {
92- _141 = _135 > 1.0;
91+ _136 = _130 > 1.0;
9392 }
9493 else
9594 {
96- _141 = true;
95+ _136 = true;
9796 }
98- bool _146 ;
99- if (!_141 )
97+ bool _141 ;
98+ if (!_136 )
10099 {
101- _146 = _133 < 0.0;
100+ _141 = _128 < 0.0;
102101 }
103102 else
104103 {
105- _146 = true;
104+ _141 = true;
106105 }
107- bool _151 ;
108- if (!_146 )
106+ bool _146 ;
107+ if (!_141 )
109108 {
110- _151 = _133 > 1.0;
109+ _146 = _128 > 1.0;
111110 }
112111 else
113112 {
114- _151 = true;
113+ _146 = true;
115114 }
116- if (_151 )
115+ if (_146 )
117116 {
118- _170 = 0.0;
117+ _165 = 0.0;
119118 break;
120119 }
121- if (dot(_65[(_95 >> 1u) & 7u], fast::normalize(float4(UniformBuffer.ShadowTransform[0][2], UniformBuffer.ShadowTransform[1][2], UniformBuffer.ShadowTransform[2][2], UniformBuffer.ShadowTransform[3][2]).xyz)) > 0.0)
120+ if (dot(_65[(_94 >> 1u) & 7u], fast::normalize(float4(UniformBuffer.ShadowTransform[0][2], UniformBuffer.ShadowTransform[1][2], UniformBuffer.ShadowTransform[2][2], UniformBuffer.ShadowTransform[3][2]).xyz)) > 0.0)
122121 {
123- _170 = 0.4000000059604644775390625;
122+ _165 = 0.4000000059604644775390625;
124123 break;
125124 }
126- if ((_128 .z - 0.001000000047497451305389404296875) <= shadowTexture.sample(shadowSampler, _134 , level(0.0)).x)
125+ if ((_123 .z - 0.001000000047497451305389404296875) <= shadowTexture.sample(shadowSampler, _129 , level(0.0)).x)
127126 {
128- _170 = 0.0;
127+ _165 = 0.0;
129128 break;
130129 }
131130 else
132131 {
133- _170 = 0.4000000059604644775390625;
132+ _165 = 0.4000000059604644775390625;
134133 break;
135134 }
136135 break; // unreachable workaround
137136 } while(false);
138- _177 = _91 * (((lightTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).xyz + float3(0.5)) - float3(ssaoTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).x * 3.0)) - float3(_170 ));
137+ _172 = _90 * (((lightTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).xyz + float3(0.5)) - float3(ssaoTexture.read(uint2(gl_GlobalInvocationID.xy), 0u).x * 3.0)) - float3(_165 ));
139138 }
140139 else
141140 {
142- _177 = _91 ;
141+ _172 = _90 ;
143142 }
144- compositeTexture.write(float4(_177, _90 .w), uint2(gl_GlobalInvocationID.xy));
143+ compositeTexture.write(float4(_172, _89 .w), uint2(gl_GlobalInvocationID.xy));
145144 break;
146145 } while(false);
147146}
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