godot/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl

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/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
uint pad[3];
}
params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
if (params.use_section) {
uv_interp = params.section.xy + uv_interp * params.section.zw;
}
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
if (params.flip_y) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
uint pad[3];
} params;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(location = 0) out vec4 frag_color;
void main() {
vec4 color = texture(source_color, uv_interp, 0.0);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
frag_color = color;
}