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#version 450
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 texture_position;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = texture(tex, texture_position);
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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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}
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#version 450
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// SIMPLE TEXTURE : VERTEX SHADER
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(v_position, 1.0);
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tex_coords = ti_position;
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}
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@ -1,22 +0,0 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily, LayerProperties};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry, GeometryShaderExecutionMode, GraphicsEntryPointAbstract, GraphicsEntryPoint, EmptyEntryPointDummy};
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::{HashSet, HashMap};
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use shade_runner::{Layout, Output, Input, Entry};
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use std::marker::PhantomData;
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use vulkano::pipeline::input_assembly::PrimitiveTopology;
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use vulkano::pipeline::blend::{Blend, AttachmentsBlend};
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use vulkano::pipeline::vertex::BufferlessDefinition;
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