2022-06-28 09:10:36 +00:00
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
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#extension GL_EXT_multiview : enable
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#endif
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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#endif //USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(location = 0) out vec3 uv_interp;
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#else // USE_MULTIVIEW
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layout(location = 0) out vec2 uv_interp;
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#endif //USE_MULTIVIEW
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void main() {
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2023-08-05 19:30:47 +00:00
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vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
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gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
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uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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#ifdef MULTIVIEW
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uv_interp.z = ViewIndex;
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2022-06-28 09:10:36 +00:00
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#endif
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
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#extension GL_EXT_multiview : enable
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#endif
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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#endif //USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(location = 0) in vec3 uv_interp;
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#else // USE_MULTIVIEW
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layout(location = 0) in vec2 uv_interp;
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#endif //USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(set = 0, binding = 0) uniform sampler2DArray specular;
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#else // USE_MULTIVIEW
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layout(set = 0, binding = 0) uniform sampler2D specular;
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#endif //USE_MULTIVIEW
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#ifdef MODE_SSR
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#ifdef USE_MULTIVIEW
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layout(set = 1, binding = 0) uniform sampler2DArray ssr;
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#else // USE_MULTIVIEW
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layout(set = 1, binding = 0) uniform sampler2D ssr;
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#endif //USE_MULTIVIEW
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#endif
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#ifdef MODE_MERGE
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#ifdef USE_MULTIVIEW
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layout(set = 2, binding = 0) uniform sampler2DArray diffuse;
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#else // USE_MULTIVIEW
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layout(set = 2, binding = 0) uniform sampler2D diffuse;
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#endif //USE_MULTIVIEW
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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frag_color.rgb = texture(specular, uv_interp).rgb;
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frag_color.a = 0.0;
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#ifdef MODE_SSR
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vec4 ssr_color = texture(ssr, uv_interp);
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frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
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#endif
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#ifdef MODE_MERGE
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frag_color += texture(diffuse, uv_interp);
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#endif
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//added using additive blend
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}
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