// Generated by ShaderCompiler from Downsample.shader. Do not edit manually.
#pragma once

#include "ShaderCompilerTypes.h"
#if defined(WITH_RHI_D3D11)
#	include "D3d11GeneratedShaders.h"
#endif
#if defined(WITH_RHI_VULKAN)
#	include "VulkanGeneratedShaders.h"
#endif

#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Jazz2::ShadersGen
{
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char Downsample_Vs[] =
R"__SHDR__(#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

layout (std140) uniform InstanceBlock
{
	mat4 modelMatrix;
	vec4 color;
	vec4 texRect;
	vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	float palOffset;
};

out vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - float(gl_VertexID >> 1), float(gl_VertexID % 2));
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char Downsample_Vs100[] =
R"__SHDR__(attribute vec2 aQuadCorner;
#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

	uniform mat4 modelMatrix;
	uniform vec4 color;
	uniform vec4 texRect;
	uniform vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	uniform float palOffset;

varying vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - (1.0 - aQuadCorner.x), aQuadCorner.y);
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char Downsample_Fs[] =
R"__SHDR__(#line 1

#ifdef GL_ES
precision mediump float;
#endif

in vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uPixelOffset;

out vec4 COLOR;

void main() {
	vec4 color = texture(uTexture, vTexCoords);
	color += texture(uTexture, vTexCoords + vec2(0.0, uPixelOffset.y));
	color += texture(uTexture, vTexCoords + vec2(uPixelOffset.x, 0.0));
	color += texture(uTexture, vTexCoords + uPixelOffset);
	COLOR = vec4(0.25) * color;
}

)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char Downsample_Fs100[] =
R"__SHDR__(#line 1

precision mediump float;

varying vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uPixelOffset;


void main() {
	vec4 COLOR;
	vec4 color = texture2D(uTexture, vTexCoords);
	color += texture2D(uTexture, vTexCoords + vec2(0.0, uPixelOffset.y));
	color += texture2D(uTexture, vTexCoords + vec2(uPixelOffset.x, 0.0));
	color += texture2D(uTexture, vTexCoords + uPixelOffset);
	COLOR = vec4(0.25) * color;
	gl_FragColor = COLOR;
}

)__SHDR__";
#endif

	inline constexpr ShaderCompiler::Uniform Downsample_Uniforms[] = {
		{ "uProjectionMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uPixelOffset", ShaderCompiler::UniformType::Vec2, 0 },
	};

	inline constexpr ShaderCompiler::BlockMember Downsample_Block0_Members[] = {
		{ "modelMatrix", ShaderCompiler::UniformType::Mat4, 0, 0 },
		{ "color", ShaderCompiler::UniformType::Vec4, 0, 64 },
		{ "texRect", ShaderCompiler::UniformType::Vec4, 0, 80 },
		{ "spriteSize", ShaderCompiler::UniformType::Vec2, 0, 96 },
		{ "palOffset", ShaderCompiler::UniformType::Float, 0, 104 },
	};

	inline constexpr ShaderCompiler::UniformBlock Downsample_Blocks[] = {
		{ "InstanceBlock", 112, 0, 5, Downsample_Block0_Members },
	};

	inline constexpr ShaderCompiler::TextureBinding Downsample_Textures[] = {
		{ "uTexture", 0 },
	};

	inline constexpr ShaderCompiler::ProgramVariant Downsample_Variants[] = {
		{ "", "",
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
			Downsample_Vs, Downsample_Fs,
#else
			nullptr, nullptr,
#endif
			3, Downsample_Uniforms, 1, Downsample_Blocks, 1, Downsample_Textures, 0, nullptr,
#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
			Downsample_Vs100, Downsample_Fs100,
#else
			nullptr, nullptr,
#endif
#if defined(WITH_RHI_D3D11)
			Downsample_VsHlsl, Downsample_FsHlsl,
			Downsample_VsDxbc, Downsample_VsDxbcSize, Downsample_FsDxbc, Downsample_FsDxbcSize,
#else
			nullptr, nullptr,
			nullptr, 0, nullptr, 0,
#endif
#if defined(WITH_RHI_VULKAN)
			Downsample_VkVs, Downsample_VkVsSize, Downsample_VkFs, Downsample_VkFsSize },
#else
			nullptr, 0, nullptr, 0 },
#endif
	};

	inline constexpr ShaderCompiler::Program Downsample = { "Downsample", 0, 1, Downsample_Variants };
}
#endif
