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switching to a new shader
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parent
dfc0bb8bcc
commit
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2 changed files with 6 additions and 3 deletions
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@ -171,7 +171,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
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}
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*/
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#include "fxaa_frag.h"
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#include "taa_frag.h"
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#include "fxaa_blend_frag.h"
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@ -186,7 +186,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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if (!_antialiasingPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
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auto ps = gpu::Shader::createPixel(std::string(taa_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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@ -32,13 +32,16 @@ struct TAAParams
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float spareB;
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};
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layout(std140, location=0) uniform taaParamsBuffer {
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layout(std140) uniform taaParamsBuffer {
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TAAParams params;
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};
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void main() {
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outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, params.blend);
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if (abs(varTexCoord0.x - params.debugX) < (1.0 / 2048.0)) {
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outFragColor.rgb = vec3(1.0, 1.0, 0.0);
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}
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if (varTexCoord0.x < params.debugX) {
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outFragColor.a = 1.0;
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}
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