Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming
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a47aba830e
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130e1d5262
5 changed files with 118 additions and 204 deletions
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@ -5,7 +5,7 @@
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform UBO
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layout (binding = 0) uniform UBO
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{
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float radialBlurScale;
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float radialBlurStrength;
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@ -3,15 +3,6 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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@ -21,6 +12,6 @@ out gl_PerVertex
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
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}
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