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/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
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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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* ------------------------------------------------------------------------
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*
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* THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE
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*
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* The original file, along with the original Apache-2.0 LICENSE can be found at:
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* https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf
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*
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* Modification details: Shader code was updated to work on Vulkan (originally
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* built for WebGL)
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* Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com
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*/
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#version 460
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layout(location = 0) in vec2 texCoord_frag;
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layout(location = 1) in vec3 rayDirectionIn;
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layout(location = 0) out vec4 o_color_0;
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layout(location = 1) out vec4 o_color_1;
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layout(location = 2) out vec4 rayDirectionOut;
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layout(binding = 0) uniform sampler2D textureInput_0;
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layout(binding = 1) uniform sampler2D textureInput_1;
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void main(void)
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{
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vec2 flipped = vec2( texCoord_frag.x, 1.0 - texCoord_frag.y );
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vec4 pixel_0 = texture(textureInput_0, flipped);
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if (pixel_0.r == 0.0) discard;
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vec4 pixel_1 = texture(textureInput_1, flipped);
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o_color_0 = vec4(pixel_0.xyz, pixel_0.w);
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o_color_1 = vec4(pixel_1.xyz, pixel_1.w);
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rayDirectionOut.rgb = normalize(rayDirectionIn);
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rayDirectionOut.a = 1.0f;
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}
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