80 lines
1.8 KiB
GLSL
80 lines
1.8 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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#ifdef MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //MULTIVIEW
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#ifdef MULTIVIEW
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layout(location = 0) out vec3 uv_interp;
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#else
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layout(location = 0) out vec2 uv_interp;
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#endif
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void main() {
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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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#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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#ifdef MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //MULTIVIEW
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#ifdef MULTIVIEW
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layout(location = 0) in vec3 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2DArray source_color;
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#else /* MULTIVIEW */
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#endif /* MULTIVIEW */
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layout(location = 0) out uint frag_color;
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void main() {
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#ifdef MULTIVIEW
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vec3 uv = uv_interp;
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#else
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vec2 uv = uv_interp;
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#endif
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#ifdef MULTIVIEW
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vec4 color = textureLod(source_color, uv, 0.0);
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frag_color = uint(color.r * 255.0);
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#else /* MULTIVIEW */
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vec4 color = textureLod(source_color, uv, 0.0);
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// for user supplied VRS map we do a color mapping
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color.r *= 3.0;
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frag_color = int(color.r) << 2;
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color.g *= 3.0;
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frag_color += int(color.g);
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// note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported
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// 4x8, 8x4 and 8x8 are only available on some GPUs
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#endif /* MULTIVIEW */
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}
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