init
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#version 450
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/* Copyright (c) 2024, 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 = 1) uniform sampler2D color_sampler;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 0) uniform PostprocessingUniform
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{
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float sin_elapsed_time;
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}
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postprocessing_uniform;
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#define SCALE 0.002
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#define RED_OFFSET 3
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#define GREEN_OFFSET -1
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#define BLUE_OFFSET 2
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void main(void)
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{
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o_color = vec4(1.0);
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const vec2 center_coord = vec2(0.5);
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const vec2 direction = (in_uv - center_coord) * postprocessing_uniform.sin_elapsed_time * SCALE;
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o_color.r = texture(color_sampler, in_uv - (direction * vec2(RED_OFFSET))).r;
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o_color.g = texture(color_sampler, in_uv - (direction * vec2(GREEN_OFFSET))).g;
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o_color.b = texture(color_sampler, in_uv - (direction * vec2(BLUE_OFFSET))).b;
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}
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#version 450
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/* Copyright (c) 2020-2024, 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 = 1) uniform sampler2D depth_sampler;
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layout(set = 0, binding = 2) uniform sampler2D color_sampler;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 0) uniform PostprocessingUniform
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{
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vec2 near_far;
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} postprocessing_uniform;
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float linearizeDepth(float depth, float near, float far)
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{
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return near * far / (far + depth * (near - far));
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}
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float getDepth(ivec2 offset)
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{
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float depth;
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depth = texelFetch(depth_sampler, ivec2(gl_FragCoord.xy) + offset, 0).r;
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return linearizeDepth(depth, postprocessing_uniform.near_far.x, postprocessing_uniform.near_far.y);
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}
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void main(void)
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{
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vec4 color = texture(color_sampler, in_uv);
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float depth = getDepth(ivec2(0, 0));
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vec3 outline_color = vec3(0.0, 0.0, 0.0);
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int thickness = 2;
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float outline = depth - getDepth(ivec2(-thickness, 0));
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outline += depth - getDepth(ivec2(0, thickness));
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outline += depth - getDepth(ivec2(thickness, 0));
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outline += depth - getDepth(ivec2(0, -thickness));
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o_color.rgb = mix(color.rgb, outline_color, clamp(outline, 0.0, 1.0));
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}
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#version 450
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/* Copyright (c) 2020-2024, 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 = 1) uniform sampler2DMS ms_depth_sampler;
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layout(set = 0, binding = 2) uniform sampler2D color_sampler;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 0) uniform PostprocessingUniform
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{
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vec2 near_far;
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} postprocessing_uniform;
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float linearizeDepth(float depth, float near, float far)
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{
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return near * far / (far + depth * (near - far));
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}
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float getDepth(ivec2 offset)
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{
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float depth;
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depth = texelFetch(ms_depth_sampler, ivec2(gl_FragCoord.xy) + offset, 0).r;
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return linearizeDepth(depth, postprocessing_uniform.near_far.x, postprocessing_uniform.near_far.y);
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}
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void main(void)
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{
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vec4 color = texture(color_sampler, in_uv);
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float depth = getDepth(ivec2(0, 0));
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vec3 outline_color = vec3(0.0, 0.0, 0.0);
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int thickness = 2;
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float outline = depth - getDepth(ivec2(-thickness, 0));
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outline += depth - getDepth(ivec2(0, thickness));
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outline += depth - getDepth(ivec2(thickness, 0));
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outline += depth - getDepth(ivec2(0, -thickness));
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o_color.rgb = mix(color.rgb, outline_color, clamp(outline, 0.0, 1.0));
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}
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#version 320 es
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/* Copyright (c) 2020, 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 vec2 outUV;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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