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- add layout location decl to all postprocess shaders
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87441dd0a1
commit
b313f91ab0
22 changed files with 26 additions and 26 deletions
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@ -284,7 +284,7 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
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patchedCode << "precision highp float;\n";
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patchedCode << "precision highp float;\n";
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patchedCode << "#line 1\n";
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patchedCode << "#line 1\n";
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patchedCode << code;
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patchedCode << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
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if (maxGlslVersion < 420)
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if (maxGlslVersion < 420)
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{
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{
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D Bloom;
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layout(binding=0) uniform sampler2D Bloom;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D SceneTexture;
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layout(binding=0) uniform sampler2D SceneTexture;
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layout(binding=1) uniform sampler2D ExposureTexture;
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layout(binding=1) uniform sampler2D ExposureTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D SourceTexture;
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layout(binding=0) uniform sampler2D SourceTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D SceneTexture;
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layout(binding=0) uniform sampler2D SceneTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D AODepthTexture;
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layout(binding=0) uniform sampler2D AODepthTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D ExposureTexture;
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layout(binding=0) uniform sampler2D ExposureTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D ExposureTexture;
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layout(binding=0) uniform sampler2D ExposureTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D SceneTexture;
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layout(binding=0) uniform sampler2D SceneTexture;
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@ -32,7 +32,7 @@
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//
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//
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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layout(binding=0) uniform sampler2D InputTexture;
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@ -29,7 +29,7 @@
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kcube = vec3(0.15, 0.0, 0.0);
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kcube = vec3(0.15, 0.0, 0.0);
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*/
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*/
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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layout(binding=0) uniform sampler2D InputTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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#if defined(MULTISAMPLE)
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#if defined(MULTISAMPLE)
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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layout(binding=0) uniform sampler2D InputTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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@ -1,7 +1,7 @@
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layout (location = 0) in vec4 PositionInProjection;
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layout(location = 0) in vec4 PositionInProjection;
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layout (location = 1) in vec2 UV;
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layout(location = 1) in vec2 UV;
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out vec2 TexCoord;
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layout(location = 0) out vec2 TexCoord;
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void main()
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void main()
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{
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{
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@ -1,7 +1,7 @@
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layout (location = 0) in vec4 PositionInProjection;
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layout(location = 0) in vec4 PositionInProjection;
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layout (location = 1) in vec2 UV;
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layout(location = 1) in vec2 UV;
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out vec2 TexCoord;
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layout(location = 0) out vec2 TexCoord;
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void main()
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void main()
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{
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{
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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// A node in an AABB binary tree with lines stored in the leaf nodes
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// A node in an AABB binary tree with lines stored in the leaf nodes
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D DepthTexture;
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layout(binding=0) uniform sampler2D DepthTexture;
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D AODepthTexture;
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layout(binding=0) uniform sampler2D AODepthTexture;
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@ -1,5 +1,5 @@
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in vec2 TexCoord;
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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layout(binding=0) uniform sampler2D InputTexture;
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