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access pass 1 correctly
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@ -74,13 +74,13 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 texel;
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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 PASS1;
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layout(set = 0, binding = 3) uniform sampler2D PassOutput1;
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void main()
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{
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//sample all the relevant textures
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vec4 foreground = texture(PASS1, vTexCoord - screen_offset);
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vec4 background = vec4(0.5);
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vec4 foreground = texture(PassOutput1, vTexCoord - screen_offset);
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vec4 background = vec4(0.5); //hardcoded value rather than LUT
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vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
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vec4 background_color = bg_color;
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@ -103,4 +103,4 @@ vec4 background_color = bg_color;
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out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity));
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FragColor = vec4(out_color);
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}
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}
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