init
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#version 450
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/*
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* Copyright 2023 Nintendo
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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 (set = 0, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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vec3 color = vec3(0);
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float weights[9] = {0,1,0,1,-4,1,0,1,0 };
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color += textureOffset(samplerColorMap, inUV, ivec2(-1, 1)).rgb * weights[0];
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color += textureOffset(samplerColorMap, inUV, ivec2( 0, 1)).rgb * weights[1];
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color += textureOffset(samplerColorMap, inUV, ivec2( 1, 1)).rgb * weights[2];
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color += textureOffset(samplerColorMap, inUV, ivec2(-1, 0)).rgb * weights[3];
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color += textureOffset(samplerColorMap, inUV, ivec2( 0, 0)).rgb * weights[4];
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color += textureOffset(samplerColorMap, inUV, ivec2( 1, 0)).rgb * weights[5];
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color += textureOffset(samplerColorMap, inUV, ivec2(-1,-1)).rgb * weights[6];
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color += textureOffset(samplerColorMap, inUV, ivec2( 0,-1)).rgb * weights[7];
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color += textureOffset(samplerColorMap, inUV, ivec2( 1,-1)).rgb * weights[8];
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outColor = vec4(color * 2.0f, 1.0f);
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}
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