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PostProcessing: Allow fragment coordinate access from shader
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c4f18c12d5
commit
c1006bd0ff
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@ -156,6 +156,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
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ss << "#define HLSL 1\n";
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ss << "#define roundEven round\n";
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ss << "#define mix lerp\n";
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ss << "#define fract frac\n";
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ss << "#define CONSTANT static const\n";
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ss << "#define VECTOR_EQ(a, b) (all((a) == (b)))\n";
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ss << "#define VECTOR_NEQ(a, b) (any((a) != (b)))\n";
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@ -48,10 +48,12 @@ std::string PostProcessingShaderGen::GeneratePostProcessingFragmentShader(const
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ss << R"(
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#define main real_main
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static float2 v_tex0;
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static float4 v_pos;
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static float4 o_col0;
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// Wrappers for sampling functions.
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#define texture(sampler, coords) sampler.Sample(sampler##_ss, coords)
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#define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset)
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#define gl_FragCoord v_pos
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)";
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}
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else
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@ -84,6 +86,10 @@ static float4 o_col0;
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float4 Sample() { return texture(samp0, v_tex0); }
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float4 SampleLocation(float2 location) { return texture(samp0, location); }
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#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
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float2 GetFragCoord()
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{
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return gl_FragCoord.xy;
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}
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float2 GetWindowResolution()
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{
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return window_resolution;
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@ -118,8 +124,9 @@ void SetOutput(float4 color)
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{
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ss << R"(
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#undef main
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void main(in float2 v_tex0_ : TEXCOORD0, out float4 o_col0_ : SV_Target)
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void main(in float2 v_tex0_ : TEXCOORD0, in float4 v_pos_ : SV_Position, out float4 o_col0_ : SV_Target)
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{
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v_pos = v_pos_;
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v_tex0 = v_tex0_;
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real_main();
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o_col0_ = o_col0;
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