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46 lines
952 B
GLSL
46 lines
952 B
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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void main() {
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vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
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gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
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uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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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(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
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layout(push_constant, std430) uniform Params {
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ivec2 pad;
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int sample_count;
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int pad2;
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}
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params;
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layout (location = 0) out float out_depth;
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.xy);
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float depth_avg = 0.0;
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for (int i = 0; i < params.sample_count; i++) {
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depth_avg += texelFetch(source_depth, pos, i).r;
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}
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depth_avg /= float(params.sample_count);
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out_depth = depth_avg;
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}
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