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get rid of braid-rewind since slang doesn't support FrameDirection
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@ -1,5 +0,0 @@
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shaders = 1
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shader0 = shaders/braid-rewind.slang
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filter_linear0 = false
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scale_type_0 = source
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@ -1,66 +0,0 @@
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#version 450
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/*
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Braid Rewind
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Authors: hunterk, cgwg
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float FrameDirection
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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vec4 current = texture(Source, vTexCoord);
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vec4 color =
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texture(OriginalHistory7, vTexCoord) +
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texture(OriginalHistory6, vTexCoord) +
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texture(OriginalHistory5, vTexCoord) +
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texture(OriginalHistory4, vTexCoord) +
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texture(OriginalHistory3, vTexCoord) +
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texture(OriginalHistory2, vTexCoord) +
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texture(OriginalHistory1, vTexCoord) +
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current;
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vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0);
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if (global.FrameDirection < 0.0)
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{
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current = ((current + (color * 0.142857142857143)) * 0.5) * sepia;
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}
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FragColor = current;
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}
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