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Adding missing locations
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parent
87b9594bd0
commit
2df2bbef46
6 changed files with 16 additions and 16 deletions
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@ -22,8 +22,8 @@ layout(binding=RENDER_UTILS_BUFFER_HIGHLIGHT_PARAMS) uniform highlightParamsBuff
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layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_SCENE_DEPTH) uniform sampler2D sceneDepthMap;
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layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_DEPTH) uniform sampler2D highlightedDepthMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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const float FAR_Z = 1.0;
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const float LINEAR_DEPTH_BIAS = 5e-3;
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@ -42,7 +42,7 @@ void main(void) {
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}
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#endif
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#endif
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_texCoord01.xy = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
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_texCoord01 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
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} else {
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const float depth = -1.0; //Draw at near plane
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -61,7 +61,7 @@ void main(void) {
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#endif
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#endif
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_texCoord01.xy = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
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_texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
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#ifdef GPU_TRANSFORM_IS_STEREO
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#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
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@ -13,9 +13,9 @@
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<@include DeferredBufferWrite.slh@>
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<@include gpu/Paint.slh@>
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in vec4 varColor;
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in vec3 varTexcoord;
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in vec3 varEyePos;
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layout(location=0) in vec4 varColor;
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layout(location=1) in vec3 varTexcoord;
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layout(location=2) in vec3 varEyePos;
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void main(void) {
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if (varColor.w > 0.0) {
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@ -19,9 +19,9 @@
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<$declareWorkloadProxies()$>
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out vec4 varColor;
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out vec3 varTexcoord;
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out vec3 varEyePos;
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layout(location=0) out vec4 varColor;
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layout(location=1) out vec3 varTexcoord;
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layout(location=2) out vec3 varEyePos;
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void main(void) {
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const vec4 UNIT_SPRITE[3] = vec4[3](
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@ -14,9 +14,9 @@
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<@include DeferredBufferWrite.slh@>
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<@include gpu/Paint.slh@>
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in vec4 varColor;
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in vec3 varTexcoord;
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in vec3 varEyePos;
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layout(location=0) in vec4 varColor;
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layout(location=1) in vec3 varTexcoord;
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layout(location=2) in vec3 varEyePos;
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void main(void) {
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if (varColor.w > 0.0) {
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@ -18,9 +18,9 @@
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<@include WorkloadResource.slh@>
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<$declareWorkloadViews()$>
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out vec4 varColor;
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out vec3 varTexcoord;
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out vec3 varEyePos;
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layout(location=0) out vec4 varColor;
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layout(location=1) out vec3 varTexcoord;
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layout(location=2) out vec3 varEyePos;
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const int NUM_VERTICES_PER_SEGMENT = 2;
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const int NUM_SEGMENT_PER_VIEW_REGION = 65;
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