Add fullscreen vertex shader module
This commit is contained in:
@@ -1,6 +1,7 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import ViewerData from Engine.ViewerData;
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external
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@@ -9,30 +10,13 @@ external
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[set(0), binding(1)] colorTexture: sampler2D[f32],
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32]
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}
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struct VertOut
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{
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[builtin(position)] position: vec4[f32],
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[location(0)] uv: vec2[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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/*let BrightLuminance = 0.8;
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let BrightMiddleGrey = 0.5;
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@@ -56,13 +40,3 @@ fn main(input: FragIn) -> FragOut
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@@ -1,6 +1,7 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import ViewerData from Engine.ViewerData;
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external
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@@ -10,43 +11,16 @@ external
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[set(0), binding(2)] bloomTexture: sampler2D[f32],
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32],
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}
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struct VertOut
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{
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[location(0)] uv: vec2[f32],
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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let output: FragOut;
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output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(input.uv);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@@ -1,35 +1,20 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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external
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{
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[binding(0)] colorTexture: sampler2D[f32]
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32]
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}
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struct VertOut
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{
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[location(0)] vertUV: vec2[f32],
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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let gamma = 2.2;
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@@ -38,12 +23,3 @@ fn main(input: FragIn) -> FragOut
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//output.color = pow(colorTexture.Sample(input.uv), vec4[f32](1.0 / gamma, 1.0 / gamma, 1.0 / gamma, 1.0));
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.vertUV = input.uv;
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return output;
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}
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@@ -1,6 +1,7 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import ViewerData from Engine.ViewerData;
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[layout(std140)]
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@@ -17,30 +18,13 @@ external
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[set(0), binding(2)] blurData: uniform[BlurData]
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32],
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}
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struct VertOut
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{
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[location(0)] uv: vec2[f32],
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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@@ -57,13 +41,3 @@ fn main(input: FragIn) -> FragOut
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@@ -1,6 +1,7 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import ViewerData from Engine.ViewerData;
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[layout(std140)]
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@@ -22,30 +23,13 @@ external
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[set(0), binding(2)] occluderTexture: sampler2D[f32]
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32]
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}
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struct VertOut
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{
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[builtin(position)] position: vec4[f32],
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[location(0)] uv: vec2[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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let deltaUV = input.uv - settings.lightPosition;
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deltaUV *= 1.0 / f32(SampleCount) * settings.density;
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@@ -71,13 +55,3 @@ fn main(input: FragIn) -> FragOut
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@@ -1,6 +1,7 @@
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[nzsl_version("1.0")]
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module;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import ViewerData from Engine.ViewerData;
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external
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@@ -9,30 +10,13 @@ external
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[set(0), binding(1)] inputTexture: sampler2D[f32]
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}
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struct FragIn
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{
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[location(0)] uv: vec2[f32],
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec2[f32],
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[location(1)] uv: vec2[f32],
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}
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struct VertOut
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{
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[location(0)] uv: vec2[f32],
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertOut) -> FragOut
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{
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let exposure = 0.8;
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@@ -46,13 +30,3 @@ fn main(input: FragIn) -> FragOut
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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