LumixEngine/data/pipelines/dof.shd

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vertex_shader [[
out vec2 v_uv;
void main() {
v_uv = vec2(gl_VertexID & 1, (gl_VertexID & 2) * 0.5);
vec4 pos = vec4((gl_VertexID & 1) * 2 - 1, (gl_VertexID & 2) - 1, 0, 1);
gl_Position = pos;
}
]]
fragment_shader [[
layout (binding=0) uniform sampler2D u_source;
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in vec2 v_uv;
out vec4 o_color;
void main() {
o_color.rgb = texture(u_source, v_uv).rgb;
o_color.w = 1;
}
]]