removed the extra stuff from the kernels. Having some issues with the layouts not agreeing with the set size...
parent
dfd4cbb6a2
commit
0be20eb959
@ -1,12 +1,8 @@
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#version 450
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#version 450
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) in vec4 out_color;
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layout(location = 1) in vec4 out_color;
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layout(location = 0) out vec4 f_color;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;
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void main() {
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void main() {
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f_color = out_color;
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f_color = out_color;
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}
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}
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@ -1,21 +1,18 @@
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#version 450
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#version 450
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec4 out_color;
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layout(location = 0) out vec4 f_color;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;
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void main() {
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = imageLoad(img, ivec2(pos)) / (255.0);
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// f_color = imageLoad(img, ivec2(pos)) / (255.0);
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//
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// float gamma = 0.5;
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// f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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float gamma = 0.5;
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f_color = texture(tex, tex_coords);
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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//f_color = out_color;
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// f_color = texture(tex, tex_coords);
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}
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}
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