d81911490b
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
68 lines
1.2 KiB
GLSL
68 lines
1.2 KiB
GLSL
/* clang-format off */
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[vertex]
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#version 450
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VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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uint pad[3];
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}
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params;
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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if (params.use_section) {
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uv_interp = params.section.xy + uv_interp * params.section.zw;
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}
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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if (params.flip_y) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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}
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/* clang-format off */
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[fragment]
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#version 450
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VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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bool use_section;
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bool force_luminance;
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uint pad[3];
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} params;
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(location = 0) out vec4 frag_color;
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void main() {
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vec4 color = texture(source_color, uv_interp, 0.0);
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if (params.force_luminance) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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frag_color = color;
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}
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