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Fix flipping in post-processing stages and precompute the uv in those in the vert shader
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@ -32,7 +32,7 @@ uniform texture2D t_src_depth;
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layout(set = 1, binding = 3)
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uniform sampler s_src_depth;
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layout(location = 0) in vec2 f_pos;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 1, binding = 4)
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uniform u_locals {
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@ -58,9 +58,6 @@ vec3 wpos_at(vec2 uv) {
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}
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void main() {
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// TODO: precompute in the vertex shader?
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vec2 uv = (f_pos + 1.0) * 0.5;
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vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
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// Apply clouds
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@ -18,7 +18,7 @@
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#include <globals.glsl>
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layout(location = 0) out vec2 f_pos;
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layout(location = 0) out vec2 uv;
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void main() {
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// Generate fullscreen triangle
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@ -27,7 +27,7 @@ void main() {
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float(gl_VertexIndex % 2) * 4.0 - 1.0
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);
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f_pos = v_pos;
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uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5;
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gl_Position = vec4(v_pos, 0.0, 1.0);
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}
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@ -28,7 +28,7 @@ layout(set = 1, binding = 1)
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uniform sampler s_src_color;
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layout(location = 0) in vec2 f_pos;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 1, binding = 2)
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uniform u_locals {
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@ -150,9 +150,6 @@ vec3 _illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitte
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}
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void main() {
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// TODO: precompute in the vertex shader?
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vec2 uv = (f_pos + 1.0) * 0.5;
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/* if (medium.x == 1u) {
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uv = clamp(uv + vec2(sin(uv.y * 16.0 + tick.x), sin(uv.x * 24.0 + tick.x)) * 0.005, 0, 1);
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} */
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@ -18,7 +18,7 @@
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#include <globals.glsl>
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layout(location = 0) out vec2 f_pos;
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layout(location = 0) out vec2 uv;
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void main() {
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// Generate fullscreen triangle
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@ -27,7 +27,7 @@ void main() {
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float(gl_VertexIndex % 2) * 4.0 - 1.0
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);
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f_pos = v_pos;
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uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5;
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gl_Position = vec4(v_pos, 0.0, 1.0);
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}
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