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38 lines
909 B
Plaintext
38 lines
909 B
Plaintext
#version 450
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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 SourceSize;
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vec4 PassOutputSize0;
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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 = 1) uniform sampler2D Source;
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// This should intentionally fail to validate in the frontend.
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layout(set = 0, binding = 2) uniform sampler2D PassOutput0;
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void main()
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{
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vec2 tex = floor(global.PassOutputSize0.xy * vTexCoord);
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tex = (tex + 0.5) * global.PassOutputSize0.zw;
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vec3 current = texture(Source, tex).rgb;
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vec3 prev = texture(PassOutput0, tex).rgb;
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FragColor = vec4(mix(current, prev, 0.8), 1.0);
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}
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