38 lines
975 B
GLSL
38 lines
975 B
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include "common.h"
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layout(push_constant) uniform Block {
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vec4 transform;
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vec4 uvCoverTransform;
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vec4 uvTransformR1;
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vec4 uvTransformR2;
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// fbo is set if blitting to a FBO, otherwise the window.
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float fbo;
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} _block;
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layout(location = 0) in vec2 pos;
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layout(location = 0) out vec2 vCoverUV;
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layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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vec2 p = vec2(pos*_block.transform.xy + _block.transform.zw);
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if (_block.fbo != 0.0) {
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gl_Position = vec4(transform3x2(fboTransform, vec3(p, 0)), 1);
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} else {
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gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1);
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}
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vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
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vec3 uv3 = vec3(uv, 1.0);
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vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy;
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}
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