Fix Vulkan performance warnings
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parent
b3ff5767f7
commit
754a0016c7
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@ -21,7 +21,7 @@ external
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struct FragIn
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struct FragIn
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{
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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[location(0)] uv: vec2<f32>
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}
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}
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struct FragOut
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struct FragOut
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@ -31,21 +31,21 @@ struct FragOut
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struct VertIn
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struct VertIn
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{
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{
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[location(0)] pos: vec2<f32>
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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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}
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struct VertOut
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struct VertOut
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{
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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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[builtin(position)] position: vec4<f32>
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}
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}
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[entry(frag)]
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: FragIn) -> FragOut
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{
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{
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let output: FragOut;
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let output: FragOut;
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output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(fragcoord);
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output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(input.uv);
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return output;
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return output;
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}
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}
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@ -55,6 +55,7 @@ fn main(input: VertIn) -> VertOut
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{
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{
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let output: VertOut;
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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.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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return output;
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}
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}
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@ -28,7 +28,7 @@ external
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struct FragIn
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struct FragIn
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{
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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[location(0)] uv: vec2<f32>
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}
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}
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struct FragOut
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struct FragOut
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@ -38,11 +38,13 @@ struct FragOut
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struct VertIn
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struct VertIn
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{
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{
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[location(0)] pos: vec2<f32>
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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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}
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struct VertOut
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struct VertOut
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{
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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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[builtin(position)] position: vec4<f32>
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}
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}
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@ -50,15 +52,14 @@ struct VertOut
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fn main(input: FragIn) -> FragOut
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fn main(input: FragIn) -> FragOut
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{
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{
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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let fragcoord = input.fragcoord.xy * invTargetSize;
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let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
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let color = colorTexture.Sample(input.uv).rgb * 0.2270270270;
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color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(input.uv + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(input.uv - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(input.uv + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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output.color = vec4<f32>(color, 1.0);
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@ -71,6 +72,7 @@ fn main(input: VertIn) -> VertOut
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{
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{
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let output: VertOut;
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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.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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return output;
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}
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}
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@ -33,7 +33,6 @@ external
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struct FragIn
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struct FragIn
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{
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>,
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[location(0)] uv: vec2<f32>
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[location(0)] uv: vec2<f32>
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}
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}
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@ -65,8 +64,7 @@ fn main(input: FragIn) -> FragOut
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let outputColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let outputColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let i = 0;
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for i in 0 -> SampleCount
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while (i < SampleCount)
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{
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{
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uv -= deltaUV;
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uv -= deltaUV;
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let sample = occluderTexture.Sample(uv);
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let sample = occluderTexture.Sample(uv);
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@ -75,7 +73,6 @@ fn main(input: FragIn) -> FragOut
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outputColor += sample;
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outputColor += sample;
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illuminationDecay *= settings.decay;
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illuminationDecay *= settings.decay;
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i += 1;
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}
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}
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let output: FragOut;
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let output: FragOut;
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@ -20,7 +20,7 @@ external
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struct FragIn
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struct FragIn
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{
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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[location(0)] uv: vec2<f32>,
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}
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}
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struct FragOut
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struct FragOut
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@ -30,11 +30,13 @@ struct FragOut
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struct VertIn
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struct VertIn
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{
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{
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[location(0)] pos: vec2<f32>
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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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}
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struct VertOut
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struct VertOut
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{
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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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[builtin(position)] position: vec4<f32>
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}
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}
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@ -43,9 +45,7 @@ fn main(input: FragIn) -> FragOut
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{
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{
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let exposure = 0.8;
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let exposure = 0.8;
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let hdrColor = inputTexture.Sample(input.uv).rgb;
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let hdrColor = inputTexture.Sample(fragcoord).rgb;
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// reinhard tone mapping
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// reinhard tone mapping
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let mapped = vec3<f32>(1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
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let mapped = vec3<f32>(1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
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@ -61,6 +61,7 @@ fn main(input: VertIn) -> VertOut
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{
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{
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let output: VertOut;
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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.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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return output;
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}
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}
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@ -111,6 +111,7 @@ int main()
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// Plane
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// Plane
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Nz::MeshParams meshPrimitiveParams;
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Nz::MeshParams meshPrimitiveParams;
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meshPrimitiveParams.storage = Nz::DataStorage::Software;
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meshPrimitiveParams.storage = Nz::DataStorage::Software;
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meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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planeMesh->CreateStatic();
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planeMesh->CreateStatic();
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@ -200,7 +201,7 @@ int main()
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std::shared_ptr<Nz::Material> flareMaterial = std::make_shared<Nz::Material>();
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std::shared_ptr<Nz::Material> flareMaterial = std::make_shared<Nz::Material>();
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std::shared_ptr<Nz::MaterialPass> flareMaterialPass;
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std::shared_ptr<Nz::MaterialPass> flareMaterialPass;
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{
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{
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flareMaterialPass = std::make_shared<Nz::MaterialPass>(customMatSettings);
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flareMaterialPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
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flareMaterialPass->EnableDepthBuffer(true);
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flareMaterialPass->EnableDepthBuffer(true);
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flareMaterialPass->EnableDepthWrite(false);
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flareMaterialPass->EnableDepthWrite(false);
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flareMaterialPass->EnableDepthClamp(true);
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flareMaterialPass->EnableDepthClamp(true);
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