153 lines
765 B
GLSL
153 lines
765 B
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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}params;
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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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 = 0) out vec2 tex_uv;
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layout(location = 1) out vec2 blur_dxdy;
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void main()
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{
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gl_Position = global . MVP * Position;
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tex_uv = TexCoord;
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vec2 dxdy_scale = params . SourceSize . xy * params . OutputSize . zw;
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vec2 dxdy = dxdy_scale * params . SourceSize . zw;
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blur_dxdy = vec2(dxdy . x, 0.0);
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}
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