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https://github.com/italicsjenga/slang-shaders.git
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fix weird coord behavior on vulkan (#324)
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commit
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1 changed files with 3 additions and 7 deletions
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@ -259,19 +259,15 @@ int[] font = int[](
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layout(location = 0) in vec4 Position;
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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 = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 flipcoord;
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void main()
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void main()
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{
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{
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vec4 pos = vec4(Position.x, 1.0 - Position.y, Position.z, Position.w);
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * pos;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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flipcoord = vec2(vTexCoord.x, 1.0 - vTexCoord.y);
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 flipcoord;
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layout(location = 0) out vec4 FragColor;
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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 = 2) uniform sampler2D Source;
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@ -337,10 +333,10 @@ vec2 warp(vec2 uv){
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void main()
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void main()
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{
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{
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vec2 uv = warp(flipcoord);
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vec2 uv = warp(vTexCoord);
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vec2 p = uv.xy * vec2(300.,225.);//vec2(fragCoord.x, iResolution.y - fragCoord.y) / 2.;
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vec2 p = uv.xy * vec2(300.,225.);//vec2(fragCoord.x, iResolution.y - fragCoord.y) / 2.;
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vec4 t = texture(iChannel0, flipcoord);
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vec4 t = texture(iChannel0, vTexCoord);
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float timer = (params.FrameDirection > 0.5) ? float(params.FrameCount) : 0.0;
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float timer = (params.FrameDirection > 0.5) ? float(params.FrameCount) : 0.0;
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int acc = 0;
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int acc = 0;
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