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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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17
shaders/vk14/present.frag
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17
shaders/vk14/present.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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#define LAYOUT_POST 1
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#include "common.glsl"
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// the finished image to the window (with quad.vert). the renderer draws with the matrices of the opengl one, so its images
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// have the rows in the memory order of opengl, the bottom of the picture first; the window shows the first row at the top.
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// this is the only place the picture is turned upside down. no push constants
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layout(location = 14) in vec2 f_coords;
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layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 0) uniform sampler2D tex1;
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layout(location = 0) out vec4 out_color;
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void main()
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{
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out_color = FBOUT(texture(tex1, vec2(f_coords.x, 1.0 - f_coords.y)));
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}
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