2019-12-12 03:50:00 +11:00
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} 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 AfterglowPass;
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2019-12-19 09:00:23 +11:00
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#define PassPrev6Texture AfterglowPass
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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2019-12-12 03:50:00 +11:00
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void main()
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{
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2019-12-19 09:00:23 +11:00
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FragColor = vec4(pow(vec3(COMPAT_TEXTURE(PassPrev6Texture, vTexCoord).rgb), vec3(10.0)),1.0);
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}
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