meta: Add vert/frag shaders for fullscreen swapchain pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -17,6 +17,9 @@ vkd3d_shaders =[
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'shaders/gs_fullscreen.geom',
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'shaders/gs_fullscreen.geom',
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'shaders/vs_fullscreen.vert',
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'shaders/vs_fullscreen.vert',
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'shaders/vs_fullscreen_layer.vert',
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'shaders/vs_fullscreen_layer.vert',
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'shaders/vs_swapchain_fullscreen.vert',
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'shaders/fs_swapchain_fullscreen.frag',
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]
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]
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vkd3d_src = [
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vkd3d_src = [
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@ -0,0 +1,10 @@
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vUV;
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layout(set = 0, binding = 0) uniform sampler2D Tex;
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void main()
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{
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FragColor = textureLod(Tex, vUV, 0.0);
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}
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@ -0,0 +1,12 @@
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#version 450
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layout(location = 0) out vec2 vUV;
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void main()
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{
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gl_Position = vec4(
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float(gl_VertexIndex & 1) * 4.0f - 1.0f,
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float(gl_VertexIndex & 2) * 2.0f - 1.0f,
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0.0f, 1.0f);
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vUV = gl_Position.xy * 0.5 + 0.5;
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}
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@ -44,5 +44,7 @@ enum vkd3d_meta_copy_mode
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#include <vs_fullscreen.h>
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#include <vs_fullscreen.h>
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#include <gs_fullscreen.h>
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#include <gs_fullscreen.h>
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#include <fs_copy_image_float.h>
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#include <fs_copy_image_float.h>
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#include <vs_swapchain_fullscreen.h>
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#include <fs_swapchain_fullscreen.h>
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#endif /* __VKD3D_SPV_SHADERS_H */
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#endif /* __VKD3D_SPV_SHADERS_H */
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