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2 Commits
a59b2d5a5f
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196533be95
| Author | SHA1 | Date | |
|---|---|---|---|
| 196533be95 | |||
| 021d36b13c |
14
modules/Hiace/module.jai
Normal file
14
modules/Hiace/module.jai
Normal file
@ -0,0 +1,14 @@
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Pack_Item :: struct {
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id: string;
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w: u32;
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h: u32;
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x: u32;
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y: u32;
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}
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// Give this a list of items, and then it will pack them and fill in their positions in the atlas.
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// It will return the size of the atlas. The atlas will always be a square. It will start with a 1028x1028
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// atlas and double the atlas size with each failed try.
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pack :: (items: []Pack_Item) -> u32 {
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// @Incomplete: current packing is 0iq, it should probably be improved.
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}
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@ -256,8 +256,7 @@ backend_process_command_buckets :: () {
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in_gbuffer_pass = false;
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// --- TODO: Do SSAO pass here:
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments}));
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
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sg_apply_pipeline(gPipelines.ssao.pipeline);
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gPipelines.ssao.bind.images[0] = g_gbuf_position;
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gPipelines.ssao.bind.images[1] = g_gbuf_normal;
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@ -272,6 +271,13 @@ backend_process_command_buckets :: () {
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sg_draw(0, 6, 1);
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sg_end_pass();
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments }));
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sg_apply_pipeline(gPipelines.op.pipeline);
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gPipelines.op.bind.images[0] = g_postprocess_a;
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sg_apply_bindings(*gPipelines.op.bind);
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sg_draw(0, 6, 1);
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sg_end_pass();
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// 5. Main pass
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments}));
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for render_command_buckets.main {
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@ -28,6 +28,14 @@ g_ssao_noise_buf : sg_image;
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g_ssaobuf_depth : sg_image;
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g_ssao_attachments : sg_attachments;
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g_postprocess_a : sg_image;
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g_postprocess_b : sg_image;
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g_postprocess_a_depth : sg_image;
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g_postprocess_b_depth : sg_image;
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g_postprocess_attach_a : sg_attachments;
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g_postprocess_attach_b : sg_attachments;
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gPipelines : struct {
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// G-Buffer generation for SSAO and other effects
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gbuffer: Pipeline_Binding;
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@ -52,6 +60,8 @@ gPipelines : struct {
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// Post-processing pipeline
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postprocess : Pipeline_Binding;
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op : Pipeline_Binding;
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// Renders the SSAO texture using things from the gbuffer pass.
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ssao: Pipeline_Binding;
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}
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@ -125,6 +135,7 @@ create_pipelines :: () {
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create_plane_pipeline();
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create_postprocess_pipeline();
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create_ssao_pipeline();
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create_op_pipeline();
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create_shadowmap_image();
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create_final_image();
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@ -678,9 +689,73 @@ create_postprocess_pipeline :: () {
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}
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create_op_pipeline :: () {
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platconf := get_plat_conf();
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pipeline: sg_pipeline_desc;
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shader_desc := op_shader_desc(sg_query_backend());
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.attrs[ATTR_op_position] = .{ format = .FLOAT2 };
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pipeline.layout.attrs[ATTR_op_uv] = .{ format = .FLOAT2 };
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pipeline.index_type = .UINT16;
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color_state := sg_color_target_state.{
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blend = .{
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
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}
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};
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pipeline.depth = .{
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write_enabled = true,
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compare = .LESS_EQUAL,
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pixel_format = .DEPTH
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};
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pipeline.color_count = 1;
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pipeline.colors[0] = color_state;
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gPipelines.op.pipeline = sg_make_pipeline(*pipeline);
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quad_vertices : [16]float = .[
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-1.0, 1.0, 0.0, flip_if_plat(1.0), // top-let
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-1.0, -1.0, 0.0, flip_if_plat(0.0), // bottom-let
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1.0, -1.0, 1.0, flip_if_plat(0.0), // bottom-right
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1.0, 1.0, 1.0, flip_if_plat(1.0), // top-right
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];
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quad_indices : [6]u16 = .[
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0, 1, 2, 0, 2, 3
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];
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vbuffer := sg_buffer_desc.{ size = size_of(float) * 16, data = .{
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ptr = quad_vertices.data,
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size = 16 * 4
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}};
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ibuffer := sg_buffer_desc.{ size = size_of(u16) * 6, data = .{
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ptr = quad_indices.data,
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size = 6 * 2
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},
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type = .INDEXBUFFER,
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};
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gPipelines.op.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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gPipelines.op.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.op.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_filter = .NEAREST,
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mag_filter = .NEAREST,
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}));
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}
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create_ssao_images :: () {
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if g_ssaobuf.id != INVALID_ID then sg_destroy_image(g_ssaobuf);
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if g_ssaobuf_depth.id != INVALID_ID then sg_destroy_image(g_ssaobuf_depth);
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if g_postprocess_a.id != INVALID_ID then sg_destroy_image(g_postprocess_a);
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if g_postprocess_a_depth.id != INVALID_ID then sg_destroy_image(g_postprocess_a_depth);
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if g_postprocess_b.id != INVALID_ID then sg_destroy_image(g_postprocess_b);
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if g_postprocess_b_depth.id != INVALID_ID then sg_destroy_image(g_postprocess_b_depth);
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w,h := get_render_size();
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img_desc := sg_image_desc.{
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width = w,
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@ -689,6 +764,8 @@ create_ssao_images :: () {
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};
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img_desc.sample_count = 1;
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g_ssaobuf = sg_make_image(*img_desc);
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g_postprocess_a = sg_make_image(*img_desc);
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g_postprocess_b = sg_make_image(*img_desc);
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img_desc = sg_image_desc.{
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width = w,
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height = h,
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@ -697,13 +774,28 @@ create_ssao_images :: () {
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};
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img_desc.sample_count = 1;
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g_ssaobuf_depth = sg_make_image(*img_desc);
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g_postprocess_a_depth = sg_make_image(*img_desc);
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g_postprocess_b_depth = sg_make_image(*img_desc);
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attachmentsDesc := sg_attachments_desc.{
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colors[0].image = g_ssaobuf,
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depth_stencil.image = g_ssaobuf_depth
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};
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sg_destroy_attachments(g_ssao_attachments);
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g_ssao_attachments = sg_make_attachments(*attachmentsDesc);
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attachmentsDescA := sg_attachments_desc.{
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colors[0].image = g_postprocess_a,
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depth_stencil.image = g_postprocess_a_depth
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};
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attachmentsDescB := sg_attachments_desc.{
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colors[0].image = g_postprocess_b,
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depth_stencil.image = g_postprocess_b_depth
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};
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sg_destroy_attachments(g_postprocess_attach_a);
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g_postprocess_attach_a = sg_make_attachments(*attachmentsDescA);
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sg_destroy_attachments(g_postprocess_attach_b);
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g_postprocess_attach_b = sg_make_attachments(*attachmentsDescB);
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}
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create_ssao_pipeline :: () {
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420
src/shaders/jai/shader_op.jai
Normal file
420
src/shaders/jai/shader_op.jai
Normal file
@ -0,0 +1,420 @@
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/*
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#version:1# (machine generated, don't edit!)
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline:
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sokol-shdc -i shader_op.glsl -o ./jai/shader_op.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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Shader program: 'op':
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Get shader desc: op_shader_desc(sg_query_backend())
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Vertex Shader: vs_op
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Fragment Shader: fs_op
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Attributes:
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ATTR_op_position => 0
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ATTR_op_uv => 1
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Bindings:
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Image 'optex':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_optex => 0
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Sampler 'opsmp':
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Type: .FILTERING
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Bind slot: SMP_opsmp => 0
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*/
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ATTR_op_position :: 0;
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ATTR_op_uv :: 1;
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IMG_optex :: 0;
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SMP_opsmp :: 0;
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/*
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#version 430
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layout(location = 0) in vec2 position;
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layout(location = 0) out vec2 texcoord;
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layout(location = 1) in vec2 uv;
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void main()
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{
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gl_Position = vec4(position, 0.5, 1.0);
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texcoord = uv;
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}
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||||
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*/
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vs_op_source_glsl430 := u8.[
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||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61,
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
0x65,0x63,0x34,0x28,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2c,0x20,0x30,0x2e,
|
||||
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|
||||
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|
||||
|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
|
||||
layout(binding = 16) uniform sampler2D optex_opsmp;
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||||
|
||||
layout(location = 0) in vec2 texcoord;
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||||
layout(location = 0) out vec4 frag_color;
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||||
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||||
void main()
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||||
{
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||||
vec2 _28 = vec2(1.0) / vec2(textureSize(optex_opsmp, 0));
|
||||
float result = 0.0;
|
||||
for (int x = -3; x < 3; x++)
|
||||
{
|
||||
for (int y = -3; y < 3; y++)
|
||||
{
|
||||
result += texture(optex_opsmp, texcoord + (vec2(float(x), float(y)) * _28)).x;
|
||||
}
|
||||
}
|
||||
float _84 = result * 0.02777777798473834991455078125;
|
||||
frag_color = vec4(_84, _84, _84, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_op_source_glsl430 := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61,
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec2 position;
|
||||
out vec2 texcoord;
|
||||
layout(location = 1) in vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 0.5, 1.0);
|
||||
texcoord = uv;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_op_source_glsl300es := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
|
||||
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|
||||
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|
||||
0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
uniform highp sampler2D optex_opsmp;
|
||||
|
||||
in highp vec2 texcoord;
|
||||
layout(location = 0) out highp vec4 frag_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec2 _28 = vec2(1.0) / vec2(textureSize(optex_opsmp, 0));
|
||||
highp float result = 0.0;
|
||||
for (int x = -3; x < 3; x++)
|
||||
{
|
||||
for (int y = -3; y < 3; y++)
|
||||
{
|
||||
result += texture(optex_opsmp, texcoord + (vec2(float(x), float(y)) * _28)).x;
|
||||
}
|
||||
}
|
||||
highp float _84 = result * 0.02777777798473834991455078125;
|
||||
frag_color = vec4(_84, _84, _84, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_op_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x34,0x39,0x39,0x31,0x34,0x35,0x35,0x30,0x37,0x38,0x31,0x32,0x35,0x3b,0x0a,0x20,
|
||||
0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,
|
||||
0x76,0x65,0x63,0x34,0x28,0x5f,0x38,0x34,0x2c,0x20,0x5f,0x38,0x34,0x2c,0x20,0x5f,
|
||||
0x38,0x34,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 texcoord [[user(locn0)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 position [[attribute(0)]];
|
||||
float2 uv [[attribute(1)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = float4(in.position, 0.5, 1.0);
|
||||
out.texcoord = in.uv;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_op_source_metal_macos := u8.[
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x63,0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x75,0x76,0x3b,0x0a,0x20,
|
||||
0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,
|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 texcoord [[user(locn0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> optex [[texture(0)]], sampler opsmp [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float2 _28 = float2(1.0) / float2(int2(optex.get_width(), optex.get_height()));
|
||||
float result = 0.0;
|
||||
for (int x = -3; x < 3; x++)
|
||||
{
|
||||
for (int y = -3; y < 3; y++)
|
||||
{
|
||||
result += optex.sample(opsmp, (in.texcoord + (float2(float(x), float(y)) * _28))).x;
|
||||
}
|
||||
}
|
||||
float _84 = result * 0.02777777798473834991455078125;
|
||||
out.frag_color = float4(_84, _84, _84, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_op_source_metal_macos := u8.[
|
||||
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|
||||
0x0a,0x00,
|
||||
];
|
||||
op_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "op_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_op_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_op_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "uv";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "optex_opsmp";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_op_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_op_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "uv";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "optex_opsmp";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_op_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_op_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.images[0].msl_texture_n = 0;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.samplers[0].msl_sampler_n = 0;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
35
src/shaders/shader_op.glsl
Normal file
35
src/shaders/shader_op.glsl
Normal file
@ -0,0 +1,35 @@
|
||||
@vs vs_op
|
||||
in vec2 position;
|
||||
in vec2 uv;
|
||||
|
||||
out vec2 texcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0.5, 1.0);
|
||||
texcoord = uv;
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_op
|
||||
in vec2 texcoord;
|
||||
out vec4 frag_color;
|
||||
|
||||
layout(binding = 0) uniform texture2D optex;
|
||||
layout(binding = 0) uniform sampler opsmp;
|
||||
|
||||
void main() {
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(sampler2D(optex, opsmp), 0));
|
||||
float result = 0.0;
|
||||
for (int x = -2; x < 2; ++x)
|
||||
{
|
||||
for (int y = -2; y < 2; ++y)
|
||||
{
|
||||
vec2 offset = vec2(float(x), float(y)) * texelSize;
|
||||
result += texture(sampler2D(optex, opsmp), texcoord + offset).r;
|
||||
}
|
||||
}
|
||||
frag_color = vec4(vec3(result / (4.0 * 4.0)), 1.0);
|
||||
}
|
||||
@end
|
||||
|
||||
@program op vs_op fs_op
|
||||
Loading…
x
Reference in New Issue
Block a user