#[vertex] #version 450 #VERSION_DEFINES #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview #endif //USE_MULTIVIEW #ifdef USE_MULTIVIEW layout(location = 0) out vec3 uv_interp; #else layout(location = 0) out vec2 uv_interp; #endif layout(push_constant, std430) uniform Params { float max_texel_factor; float res1; float res2; float res3; } params; void main() { vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 #ifdef USE_MULTIVIEW uv_interp.z = ViewIndex; #endif } #[fragment] #version 450 #VERSION_DEFINES #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview #endif //USE_MULTIVIEW #ifdef USE_MULTIVIEW layout(location = 0) in vec3 uv_interp; layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else /* USE_MULTIVIEW */ layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D source_color; #endif /* USE_MULTIVIEW */ layout(location = 0) out uint frag_color; layout(push_constant, std430) uniform Params { float max_texel_factor; float res1; float res2; float res3; } params; void main() { #ifdef USE_MULTIVIEW vec3 uv = uv_interp; #else vec2 uv = uv_interp; #endif // Input is standardized. R for X, G for Y, 0.0 (0) = 1, 0.33 (85) = 2, 0.66 (170) = 3, 1.0 (255) = 8 vec4 color = textureLod(source_color, uv, 0.0); // Output image shading rate image for VRS according to VK_KHR_fragment_shading_rate. color.r = clamp(floor(color.r * params.max_texel_factor + 0.1), 0.0, params.max_texel_factor); color.g = clamp(floor(color.g * params.max_texel_factor + 0.1), 0.0, params.max_texel_factor); // Note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported: if (color.r < (color.g - 1.0)) { color.r = color.g - 1.0; } if (color.g < (color.r - 1.0)) { color.g = color.r - 1.0; } // Encode to frag_color; frag_color = int(color.r + 0.1) << 2; frag_color += int(color.g + 0.1); }