Add fullscreen vertex shader module
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33
src/Nazara/Graphics/Resources/Shaders/FullscreenVertex.nzsl
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33
src/Nazara/Graphics/Resources/Shaders/FullscreenVertex.nzsl
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@@ -0,0 +1,33 @@
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[nzsl_version("1.0")]
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module Engine.FullscreenVertex;
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[export]
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struct VertIn
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{
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[builtin(vertex_index)] vert_index: i32
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}
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[export]
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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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const vertPos = array[vec2[f32]](
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vec2[f32](-1.0, 1.0),
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vec2[f32](-1.0, -3.0),
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vec2[f32]( 3.0, 1.0)
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);
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[export, entry(vert)]
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fn VertexShader(input: VertIn) -> VertOut
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{
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let position = vertPos[input.vert_index];
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let output: VertOut;
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output.position = vec4[f32](position, 0.0, 1.0);
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output.uv = position * 0.5 + vec2[f32](0.5, 0.5);
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return output;
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}
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@@ -1,33 +1,13 @@
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[nzsl_version("1.0")]
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module TextureBlit;
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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)] texture: sampler2D[f32]
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}
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struct VertIn
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{
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[location(0)] position: 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(vert)]
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fn main(vertIn: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4[f32](vertIn.position, 0.0, 1.0);
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output.uv = vertIn.uv;
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return output;
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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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