HifiExperimentsanother possible 4.1 fix948ee7b6 months agoHistory
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////  Created by Sam Gateau on 7/31/2018.//  Copyright 2018 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//<@if not WORKLOAD_RESOURCE_SLH@><@def WORKLOAD_RESOURCE_SLH@> <@include gpu/Color.slh@><$declareColorWheel()$> const vec4 REGION_COLOR[4] = vec4[4](    vec4(0.0, 1.0, 0.0, 1.0),    vec4(1.0, 0.6, 0.0, 1.0),    vec4(1.0, 0.0, 0.0, 1.0),    vec4(0.3, 0.0, 0.8, 1.0)); <@func declareWorkloadProxies() @> struct WorkloadProxy {    vec4 sphere;    vec4 region;}; #if !defined(GPU_SSBO_TRANSFORM_OBJECT)#ifdef GPU_GLES_310LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT0_TEXTURE) uniform samplerBuffer workloadProxiesBuffer;#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_TEXTURE, workloadProxiesBuffer);#endifWorkloadProxy getWorkloadProxy(int i) {    int offset = 2 * i;    WorkloadProxy proxy;    proxy.sphere = texelFetch(workloadProxiesBuffer, offset);    proxy.region = texelFetch(workloadProxiesBuffer, offset + 1);    return proxy;}#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_STORAGE, workloadProxiesBuffer) {    WorkloadProxy _proxies[];};WorkloadProxy getWorkloadProxy(int i) {    WorkloadProxy proxy = _proxies[i];    return proxy;}#endif <@endfunc@>  <@func declareWorkloadViews() @> struct WorkloadView {    vec4 direction_far;    vec4 fov;    vec4 origin;    vec4 backFront[2];    vec4 regions[3];}; #if !defined(GPU_SSBO_TRANSFORM_OBJECT)#ifdef GPU_GLES_310LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT1_TEXTURE) uniform samplerBuffer workloadViewsBuffer;#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_TEXTURE, workloadViewsBuffer);#endifWorkloadView getWorkloadView(int i) {    int offset = 8 * i;    WorkloadView view;    view.direction_far = texelFetch(workloadViewsBuffer, offset + 0);    view.fov = texelFetch(workloadViewsBuffer, offset + 1);    view.origin = texelFetch(workloadViewsBuffer, offset + 2);    view.backFront[0] = texelFetch(workloadViewsBuffer, offset + 3);    view.backFront[1] = texelFetch(workloadViewsBuffer, offset + 4);    view.regions[0] = texelFetch(workloadViewsBuffer, offset + 5);    view.regions[1] = texelFetch(workloadViewsBuffer, offset + 6);    view.regions[2] = texelFetch(workloadViewsBuffer, offset + 7);    return view;}#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_STORAGE, workloadViewsBuffer) {    WorkloadView _views[];};WorkloadView getWorkloadView(int i) {    WorkloadView view = _views[i];    return view;}#endif <@endfunc@> <@endif@>