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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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33
shaders/ogl46/freespot.frag
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33
shaders/ogl46/freespot.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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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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#include "common.glsl"
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec4 out_motion;
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#include "tonemapping.glsl"
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#include "apply_fog.glsl"
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void main()
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{
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float x = (gl_PointCoord.x - 0.5f) * 2.0f;
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float y = (gl_PointCoord.y - 0.5f) * 2.0f;
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float dist = sqrt(x * x + y * y);
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if (dist > 0.5f)
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discard;
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// vec4 color = vec4(param[0].rgb * emission, mix(param[0].a, 0.0f, dist * 2.0f));
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vec4 color = vec4(apply_fog(pow(param[0].rgb, vec3(2.2)) * emission), mix(param[0].a, 0.0f, dist * 2.0f));
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// vec4 color = vec4(add_fog(param[0].rgb * emission * (1.0 - get_fog_amount()), 1.0), mix(param[0].a, 0.0f, dist * 2.0f));
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out_color = FBOUT(color);
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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, 0.0f);
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}
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}
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