31 lines
765 B
GLSL
31 lines
765 B
GLSL
#version 450
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uniform vec2 screen_size_inv;
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in vec2 pos;
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out vec2 tex_coord;
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out vec4 offset0;
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out vec4 offset1;
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out vec4 offset2;
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#if defined(HLSL) || defined(METAL) || defined(SPIRV)
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#define V_DIR(v) -(v)
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#else
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#define V_DIR(v) v
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#endif
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void main() {
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// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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tex_coord = pos.xy * madd + madd;
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#if defined(HLSL) || defined(METAL) || defined(SPIRV)
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tex_coord.y = 1.0 - tex_coord.y;
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#endif
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offset0 = screen_size_inv.xyxy * vec4(-1.0, 0.0, 0.0, V_DIR(-1.0)) + tex_coord.xyxy;
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offset1 = screen_size_inv.xyxy * vec4( 1.0, 0.0, 0.0, V_DIR(1.0)) + tex_coord.xyxy;
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offset2 = screen_size_inv.xyxy * vec4(-2.0, 0.0, 0.0, V_DIR(-2.0)) + tex_coord.xyxy;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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