#version 460 core #define STAGE_FRAGMENT 1 #define LAYOUT_POST 1 #include "common.glsl" // the depth or the velocities of the scene for the frame generation of dlss (rendering/vulkan14/vulkan14dlss.h), turned the right // way up: the images of the renderer go from the bottom of the picture up (decision K8), the image the frame generation is given // (what the window shows) from the top down. the texel as it is; the velocities keep their sign, their scale turns them over layout(location = 0) out vec4 out_value; #pragma texture(source_tex, 0, RGBA) layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 0) uniform sampler2D source_tex; void main() { ivec2 size = textureSize(source_tex, 0); ivec2 pixel = ivec2(gl_FragCoord.xy); out_value = texelFetch(source_tex, ivec2(pixel.x, size.y - 1 - pixel.y), 0); }