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static pipeline for flip engine optimize linear tiler fixed out of bound in the tiler implement swizzling for sampled images
15 lines
278 B
GLSL
15 lines
278 B
GLSL
#version 450
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layout(location = 0) out vec2 coord;
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void main()
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{
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float x = float(((gl_VertexIndex + 2) / 3) & 1) * 2 - 1;
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float y = float(((gl_VertexIndex + 1) / 3) & 1) * 2 - 1;
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gl_Position = vec4(x, y, 0, 1);
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coord.x = x < 0 ? 0 : 1;
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coord.y = y < 0 ? 0 : 1;
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}
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