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- #[vertex]
- #version 450
- #VERSION_DEFINES
- #ifdef MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #extension GL_EXT_multiview : enable
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #endif //MULTIVIEW
- #ifdef MULTIVIEW
- layout(location = 0) out vec3 uv_interp;
- #else
- layout(location = 0) out vec2 uv_interp;
- #endif
- void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp.xy = base_arr[gl_VertexIndex];
- #ifdef MULTIVIEW
- uv_interp.z = ViewIndex;
- #endif
- gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
- }
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #ifdef MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #extension GL_EXT_multiview : enable
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #endif //MULTIVIEW
- #ifdef MULTIVIEW
- layout(location = 0) in vec3 uv_interp;
- layout(set = 0, binding = 0) uniform sampler2DArray source_color;
- #else /* MULTIVIEW */
- layout(location = 0) in vec2 uv_interp;
- layout(set = 0, binding = 0) uniform sampler2D source_color;
- #endif /* MULTIVIEW */
- layout(location = 0) out uint frag_color;
- void main() {
- #ifdef MULTIVIEW
- vec3 uv = uv_interp;
- #else
- vec2 uv = uv_interp;
- #endif
- #ifdef MULTIVIEW
- vec4 color = textureLod(source_color, uv, 0.0);
- frag_color = uint(color.r * 255.0);
- #else /* MULTIVIEW */
- vec4 color = textureLod(source_color, uv, 0.0);
- // for user supplied VRS map we do a color mapping
- color.r *= 3.0;
- frag_color = int(color.r) << 2;
- color.g *= 3.0;
- frag_color += int(color.g);
- // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported
- // 4x8, 8x4 and 8x8 are only available on some GPUs
- #endif /* MULTIVIEW */
- }
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