init
This commit is contained in:
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef BLUR_COMMON_H_
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#define BLUR_COMMON_H_
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layout(set = 0, binding = 0) uniform sampler2D in_tex;
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layout(rgba16f, set = 0, binding = 1) writeonly uniform image2D out_tex;
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layout(push_constant) uniform Registers
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{
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uvec2 resolution;
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vec2 inv_resolution;
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vec2 inv_input_resolution;
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}
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registers;
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vec2 get_uv(vec2 uv, float x, float y, float scale)
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{
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return uv + registers.inv_input_resolution * (vec2(x, y) * scale);
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}
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vec3 bloom_blur(vec2 uv, float uv_scale)
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{
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vec3 rgb = vec3(0.0);
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const float N = -1.0;
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const float Z = 0.0;
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const float P = 1.0;
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rgb += 0.25 * textureLod(in_tex, get_uv(uv, Z, Z, uv_scale), 0.0).rgb;
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rgb += 0.0625 * textureLod(in_tex, get_uv(uv, N, P, uv_scale), 0.0).rgb;
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rgb += 0.0625 * textureLod(in_tex, get_uv(uv, P, P, uv_scale), 0.0).rgb;
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rgb += 0.0625 * textureLod(in_tex, get_uv(uv, N, N, uv_scale), 0.0).rgb;
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rgb += 0.0625 * textureLod(in_tex, get_uv(uv, P, N, uv_scale), 0.0).rgb;
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rgb += 0.125 * textureLod(in_tex, get_uv(uv, N, Z, uv_scale), 0.0).rgb;
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rgb += 0.125 * textureLod(in_tex, get_uv(uv, P, Z, uv_scale), 0.0).rgb;
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rgb += 0.125 * textureLod(in_tex, get_uv(uv, Z, N, uv_scale), 0.0).rgb;
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rgb += 0.125 * textureLod(in_tex, get_uv(uv, Z, P, uv_scale), 0.0).rgb;
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return rgb;
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}
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#endif
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#version 450
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/* Copyright (c) 2021-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Downscale pass. Simple and naive :)
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layout(local_size_x = 8, local_size_y = 8) in;
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#include "blur_common.h"
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const float SCALE = 1.75;
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void main()
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{
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if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution)))
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{
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vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution;
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vec3 rgb = bloom_blur(uv, SCALE);
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imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0));
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}
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}
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#version 450
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/* Copyright (c) 2021-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Upscale pass. Simple and naive :)
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layout(local_size_x = 8, local_size_y = 8) in;
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#include "blur_common.h"
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const float SCALE = 0.875;
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void main()
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{
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if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution)))
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{
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vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution;
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vec3 rgb = bloom_blur(uv, SCALE);
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imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0));
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}
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}
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#version 450
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) out vec4 o_color;
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layout(location = 0) in vec2 in_uv;
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layout(set = 0, binding = 0) uniform sampler2D hdr_tex;
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layout(set = 0, binding = 1) uniform sampler2D bloom_tex;
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void main()
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{
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// The most basic tonemap possible.
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vec3 col = textureLod(hdr_tex, in_uv, 0.0).rgb + textureLod(bloom_tex, in_uv, 0.0).rgb;
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col = col / (1.0 + col);
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o_color = vec4(col, 1.0);
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}
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#version 450
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Trivial shader that blits compute result to screen.
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layout(location = 0) out vec2 o_uv;
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void main()
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{
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if (gl_VertexIndex == 0)
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gl_Position = vec4(-1.0, -1.0, 0.0, 1.0);
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else if (gl_VertexIndex == 1)
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gl_Position = vec4(-1.0, 3.0, 0.0, 1.0);
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else
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gl_Position = vec4(3.0, -1.0, 0.0, 1.0);
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o_uv = gl_Position.xy * 0.5 + 0.5;
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}
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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precision highp float;
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layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
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layout(location = 0) in vec4 in_pos;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec3 in_normal;
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layout(location = 3) in vec4 in_shadow_clip;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 1) uniform GlobalUniform
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{
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mat4 model;
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mat4 view_proj;
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vec3 camera_position;
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}
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global_uniform;
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// Push constants come with a limitation in the size of data.
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// The standard requires at least 128 bytes
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layout(push_constant, std430) uniform PBRMaterialUniform
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{
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vec4 base_color_factor;
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float metallic_factor;
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float roughness_factor;
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}
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pbr_material_uniform;
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#include "lighting.h"
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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Light directional_light;
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} lights_info;
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layout(set = 0, binding = 6) uniform highp sampler2DShadow tex_shadow;
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void main(void)
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{
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vec3 normal = normalize(in_normal);
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vec3 light_contribution = apply_directional_light(lights_info.directional_light, normal);
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float shadow = 0.0;
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shadow += textureProjLod(tex_shadow, in_shadow_clip, 0.0) / 4.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, 0)) / 8.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, 0)) / 8.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(0, -1)) / 8.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(0, 1)) / 8.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, -1)) / 16.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, 1)) / 16.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(-1, 1)) / 16.0;
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shadow += textureProjLodOffset(tex_shadow, in_shadow_clip, 0.0, ivec2(1, -1)) / 16.0;
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light_contribution *= shadow;
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vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
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base_color = texture(base_color_texture, in_uv);
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vec3 ambient_color = vec3(0.25) * base_color.xyz;
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o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
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}
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#version 320 es
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/* Copyright (c) 2019-2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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layout(set = 0, binding = 1) uniform GlobalUniform {
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mat4 model;
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mat4 view_proj;
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vec3 camera_position;
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} global_uniform;
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layout(set = 0, binding = 5) uniform ShadowUniform {
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mat4 matrix;
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} shadow_uniform;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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layout (location = 3) out vec4 o_shadow_clip;
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void main(void)
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{
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o_pos = global_uniform.model * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(global_uniform.model) * normal;
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o_shadow_clip = shadow_uniform.matrix * o_pos;
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gl_Position = global_uniform.view_proj * o_pos;
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}
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#version 320 es
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
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*/
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void main()
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{
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}
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Binary file not shown.
@@ -0,0 +1,30 @@
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#version 320 es
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
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*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
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layout(location = 0) in vec3 position;
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layout(set = 0, binding = 1) uniform GlobalUniform {
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mat4 model;
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mat4 view_proj;
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} global_uniform;
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void main(void)
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{
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vec4 o_pos = global_uniform.model * vec4(position, 1.0);
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gl_Position = global_uniform.view_proj * o_pos;
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}
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#version 450
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D in_tex;
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layout(rgba16f, set = 0, binding = 1) writeonly uniform image2D out_tex;
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layout(push_constant) uniform Registers
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{
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uvec2 resolution;
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vec2 inv_resolution;
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vec2 inv_input_resolution;
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} registers;
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void main()
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{
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if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution)))
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{
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vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution;
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vec3 rgb = textureLod(in_tex, uv, 0.0).rgb;
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rgb = 0.2 * max(rgb - 1.0, vec3(0.0));
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imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0));
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}
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}
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Binary file not shown.
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