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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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43
shaders/vk14/smoke.frag
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43
shaders/vk14/smoke.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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layout(location = 13) in vec4 f_color;
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layout(location = 2) in vec2 f_coord;
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layout(location = 3) in vec4 f_pos;
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layout(location = 4) in vec4 f_clip_pos;
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layout(location = 5) in vec4 f_clip_future_pos;
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#pragma texture(tex1, 0, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D tex1;
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#include "apply_fog.glsl"
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#include "tonemapping.glsl"
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layout(location = 0) out vec4 out_color;
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#ifdef NO_MOTION_OUTPUT
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// a pass without the velocity target: the writes go nowhere
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vec4 out_motion;
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#else
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layout(location = 1) out vec4 out_motion;
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#endif
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord) * f_color;
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if (POSTFX_ENABLED)
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{
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out_color = vec4(apply_fog(tex_color.rgb), tex_color.a);
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}
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else
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{
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out_color = tonemap(vec4(apply_fog(tex_color.rgb), tex_color.a));
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}
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if (MOTIONBLUR_ENABLED)
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult);
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}
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}
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