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30 lines
730 B
GLSL
30 lines
730 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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// normalized offset and scale
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layout(set = 1, binding = 0) uniform imageTransform
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{
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vec2 offset;
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vec2 scale;
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vec2 uvOffset;
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vec2 uvScale;
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} it;
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layout(location = 0) in vec2 inVertex;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 texCoord;
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layout(location = 1) out vec4 color;
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layout(location = 2) out float aTreshold;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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vec2 vPos = inVertex.xy * it.scale - (vec2(1.0) - it.scale);
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gl_Position = vec4(vPos + it.offset * 2.0, 0.0, 1.0);
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texCoord = inTexCoord.xy * it.uvScale + it.uvOffset;
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color = vec4(1.0, 1.0, 1.0, 1.0);
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aTreshold = 0.666;
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}
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