105 lines
1.1 KiB
Text
105 lines
1.1 KiB
Text
#version 450
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layout(push_constant)uniform Push
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{
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vec4 SourceSize;
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} params;
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layout(set = 0, binding = 0, std140)uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stagevertex
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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 vTexCoord;
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void main()
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{
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gl_Position = global . MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stagefragment
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layout(location = 0)in vec2 vTexCoord;
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layout(location = 0)out vec4 FragColor;
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layout(binding = 1)uniform sampler2D Source;
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float dist(vec3 A, vec3 B)
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{
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float r = 0.5 *(A . r + B . r);
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vec3 d = A - B;
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vec3 c = vec3(2 + r, 4, 3 - r);
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return sqrt(dot(c * d, d))/ 3;
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}
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void main()
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{
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vec3 A = textureOffset(Source, vTexCoord, ivec2(- 1, - 1)). rgb;
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vec3 B = textureOffset(Source, vTexCoord, ivec2(0, - 1)). rgb;
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vec3 C = textureOffset(Source, vTexCoord, ivec2(1, - 1)). rgb;
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vec3 E = textureOffset(Source, vTexCoord, ivec2(0, 0)). rgb;
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vec3 F = textureOffset(Source, vTexCoord, ivec2(1, 0)). rgb;
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FragColor = vec4(dist(E, A), dist(E, B), dist(E, C), dist(E, F));
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}
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