51 lines
No EOL
1.4 KiB
Text
51 lines
No EOL
1.4 KiB
Text
vertex_shader [[
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layout(std140, binding = 4) uniform Drawcall {
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uniform vec4 u_inv_sm_size;
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};
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layout (location = 0) out vec2 v_tc0;
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layout (location = 1) out vec4 v_tc1;
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layout (location = 2) out vec4 v_tc2;
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void main() {
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vec2 uv = vec2(gl_VertexID & 1, (gl_VertexID & 2) * 0.5);
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v_tc0 = uv;
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#ifdef BLUR_H
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v_tc1 = vec4(
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uv.x + 1.3846153846 * u_inv_sm_size.x, uv.y,
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uv.x + 3.2307692308 * u_inv_sm_size.x, uv.y
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);
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v_tc2 = vec4(
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uv.x - 1.3846153846 * u_inv_sm_size.x, uv.y,
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uv.x - 3.2307692308 * u_inv_sm_size.x, uv.y
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);
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#else
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v_tc1 = vec4(
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uv.x, uv.y + 1.3846153846 * u_inv_sm_size.y,
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uv.x, uv.y + 3.2307692308 * u_inv_sm_size.y
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);
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v_tc2 = vec4(
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uv.x, uv.y - 1.3846153846 * u_inv_sm_size.y,
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uv.x, uv.y - 3.2307692308 * u_inv_sm_size.y
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);
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#endif
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vec4 pos = vec4((gl_VertexID & 1) * 2 - 1, -(gl_VertexID & 2) + 1, 0, 1);
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gl_Position = pos;
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}
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]]
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fragment_shader [[
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layout (binding=0) uniform sampler2D u_input;
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layout (location = 0) in vec2 v_tc0;
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layout (location = 1) in vec4 v_tc1;
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layout (location = 2) in vec4 v_tc2;
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layout (location = 0) out vec4 o_color;
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void main() {
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o_color = texture(u_input, v_tc0.xy) * 0.2270270270
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+ texture(u_input, v_tc1.xy) * 0.3162162162
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+ texture(u_input, v_tc1.zw) * 0.0702702703
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+ texture(u_input, v_tc2.xy) * 0.3162162162
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+ texture(u_input, v_tc2.zw) * 0.0702702703;
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}
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]] |