2021-10-21 08:45:27 +00:00
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(push_constant) uniform cb0
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{
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vec2 ZrH;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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#ifdef ps_main0
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void ps_main0()
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{
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o_col0 = texture(samp0, v_tex);
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2022-05-20 15:31:54 +00:00
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if ((int(gl_FragCoord.y) & 1) == 0)
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2021-10-21 08:45:27 +00:00
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discard;
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}
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#endif
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#ifdef ps_main1
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void ps_main1()
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{
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o_col0 = texture(samp0, v_tex);
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2022-05-20 15:31:54 +00:00
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if ((int(gl_FragCoord.y) & 1) != 0)
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2021-10-21 08:45:27 +00:00
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discard;
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}
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#endif
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#ifdef ps_main2
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void ps_main2()
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{
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vec4 c0 = texture(samp0, v_tex - ZrH);
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vec4 c1 = texture(samp0, v_tex);
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vec4 c2 = texture(samp0, v_tex + ZrH);
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o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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#endif
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#ifdef ps_main3
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void ps_main3()
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{
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o_col0 = texture(samp0, v_tex);
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}
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#endif
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#endif
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