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@@ -71,6 +71,7 @@ set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/smaa_neighborhood_blending.vert
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${CMAKE_CURRENT_SOURCE_DIR}/smaa_neighborhood_blending.frag
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${CMAKE_CURRENT_SOURCE_DIR}/ssaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/ssaa.vert
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_blit_depth_stencil.frag
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_color_clear.frag
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_color_clear.vert
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@@ -10,7 +10,6 @@
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 texcoord;
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layout (location = 0) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2DMS input_texture;
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@@ -0,0 +1,21 @@
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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#ifdef VULKAN
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#define VERTEX_ID gl_VertexIndex
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#define FLIPY 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define VERTEX_ID gl_VertexID
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#define FLIPY -1
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out gl_PerVertex {
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vec4 gl_Position;
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};
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#endif
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void main() {
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float x = float((VERTEX_ID & 1) << 2);
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float y = float((VERTEX_ID & 2) << 1);
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gl_Position = vec4(x - 1.0, FLIPY * (y - 1.0), 0.0, 1.0);
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}
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