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Add DLSS Frame Generation (gfx.framegeneration x2/x3/x4) and Reflex (gfx.reflex) to the Vulkan renderer
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18
shaders/vk14/postfx_fg_flip.frag
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18
shaders/vk14/postfx_fg_flip.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 depth or the velocities of the scene for the frame generation of dlss (rendering/vulkan14/vulkan14dlss.h), turned the right
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// way up: the images of the renderer go from the bottom of the picture up (decision K8), the image the frame generation is given
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// (what the window shows) from the top down. the texel as it is; the velocities keep their sign, their scale turns them over
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layout(location = 0) out vec4 out_value;
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#pragma texture(source_tex, 0, RGBA)
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layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 0) uniform sampler2D source_tex;
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void main()
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{
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ivec2 size = textureSize(source_tex, 0);
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ivec2 pixel = ivec2(gl_FragCoord.xy);
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out_value = texelFetch(source_tex, ivec2(pixel.x, size.y - 1 - pixel.y), 0);
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}
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