#[vertex] #version 450 #VERSION_DEFINES #ifdef 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 //MULTIVIEW #ifdef MULTIVIEW layout(location = 0) out vec3 uv_interp; #else layout(location = 0) out vec2 uv_interp; #endif 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 MULTIVIEW uv_interp.z = ViewIndex; #endif } #[fragment] #version 450 #VERSION_DEFINES #ifdef 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 //MULTIVIEW #ifdef MULTIVIEW layout(location = 0) in vec3 uv_interp; layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else /* MULTIVIEW */ layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D source_color; #endif /* MULTIVIEW */ layout(location = 0) out uint frag_color; void main() { #ifdef MULTIVIEW vec3 uv = uv_interp; #else vec2 uv = uv_interp; #endif #ifdef MULTIVIEW vec4 color = textureLod(source_color, uv, 0.0); frag_color = uint(color.r * 255.0); #else /* MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); // for user supplied VRS map we do a color mapping color.r *= 3.0; frag_color = int(color.r) << 2; color.g *= 3.0; frag_color += int(color.g); // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported // 4x8, 8x4 and 8x8 are only available on some GPUs #endif /* MULTIVIEW */ }