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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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32
shaders/vk14/common.glsl
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32
shaders/vk14/common.glsl
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// what the shaders of the vulkan 1.4 renderer share: the bindings of rendering/vulkan14/vulkan14bindings.h and the settings.
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// compiled by the game, the bindings come from the renderer (vk14::binding_preamble()) and are taken instead of these; the
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// SPIR-V binaries (shaders/vk14bin) are compiled with the values written here, so they have to stay the same as in the game,
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// which checks them when it starts (and doesn't load the binaries when they differ)
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#ifndef COMMON_GLSL
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#define COMMON_GLSL
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#if !defined(STAGE_VERTEX) && !defined(STAGE_FRAGMENT) && !defined(STAGE_GEOMETRY) && !defined(STAGE_COMPUTE)
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#error "the stage of the shader isn't defined: #define STAGE_VERTEX 1 (STAGE_FRAGMENT, STAGE_GEOMETRY, STAGE_COMPUTE) before the include of common.glsl"
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#endif
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#ifndef MASZYNA_CONSTANTS
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#define MASZYNA_CONSTANTS 1
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#define UI_SET 0
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#define UI_TEXTURE 0
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#define PASS_SET 0
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#define MATERIAL_SET 1
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#define MATERIAL_TEXTURE_FIRST 0
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#define SPEC_OUTPUT_GAMMA 0
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#endif
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// whether the colour written to the window is encoded by the shader (FBOUT): the window has no srgb format (gfx.shadergamma yes).
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// a specialization constant, set by the renderer when it makes the pipeline
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layout(constant_id = SPEC_OUTPUT_GAMMA) const bool OUTPUT_GAMMA = false;
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// the colour written to the window
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vec4 FBOUT(vec4 x)
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{
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return (OUTPUT_GAMMA ? vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a) : x);
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}
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#endif
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