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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color_r;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput in_color_g;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput in_color_b;
layout (location = 0) out vec4 outColor;
void main()
{
vec4 color_r = subpassLoad(in_color_r);
vec4 color_g = subpassLoad(in_color_g);
vec4 color_b = subpassLoad(in_color_b);
outColor = color_r + color_g + color_b;
}
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#version 320 es
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec2 uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(uv * 2.0f - 1.0f, 0.0f, 1.0f);
}
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#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
layout(location = 0) in vec3 in_color;
layout(location = 0) out vec4 out_color_r;
layout(location = 1) out vec4 out_color_g;
layout(location = 2) out vec4 out_color_b;
// The full color is copied to individual attachments.
// Each attachment has a single component bit (R, G, B) enabled
// via the blend_attachment in ColorWriteEnable::prepare_pipelines.
void main()
{
out_color_r = vec4(in_color, 1.0f);
out_color_g = vec4(in_color, 1.0f);
out_color_b = vec4(in_color, 1.0f);
}
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#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
layout(location = 0) out vec3 out_color;
vec2 triangle_positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 triangle_colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
void main()
{
gl_Position = vec4(triangle_positions[gl_VertexIndex], 0.0, 1.0);
out_color = triangle_colors[gl_VertexIndex];
}
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/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput in_color_r;
[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput in_color_g;
[[vk::input_attachment_index(2)]][[vk::binding(2)]] SubpassInput in_color_b;
float4 main() : SV_TARGET0
{
float4 color_r = in_color_r.SubpassLoad();
float4 color_g = in_color_g.SubpassLoad();
float4 color_b = in_color_b.SubpassLoad();
return color_r + color_g + color_b;
}
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/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
};
VSOutput main(uint VertexIndex : SV_VertexID)
{
VSOutput output = (VSOutput) 0;
float2 uv = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(uv * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
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/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
struct FSOutput
{
float4 ColorR : SV_TARGET0;
float4 ColorG : SV_TARGET1;
float4 ColorB : SV_TARGET2;
};
// The full color is copied to individual attachments.
// Each attachment has a single component bit (R, G, B) enabled
// via the blend_attachment in ColorWriteEnable::prepare_pipelines.
FSOutput main(VSOutput Input)
{
FSOutput output = (FSOutput)0;
output.ColorR = float4(Input.Color, 1.0f);
output.ColorG = float4(Input.Color, 1.0f);
output.ColorB = float4(Input.Color, 1.0f);
return output;
}
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/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
static float2 triangle_positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
static float3 triangle_colors[3] = {
float3(1.0, 0.0, 0.0),
float3(0.0, 1.0, 0.0),
float3(0.0, 0.0, 1.0)
};
VSOutput main(uint VertexIndex : SV_VertexID)
{
VSOutput output = (VSOutput) 0;
output.Pos = float4(triangle_positions[VertexIndex], 0.0, 1.0);
output.Color = triangle_colors[VertexIndex];
return output;
}