Use specialization consts for blur direction, full screen quad generated by vertex shader, code cleanup
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3 changed files with 172 additions and 231 deletions
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@ -89,6 +89,16 @@
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<ClInclude Include="..\base\vulkanexamplebase.h" />
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<ClInclude Include="..\base\vulkantools.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\data\shaders\bloom\colorpass.frag" />
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<None Include="..\data\shaders\bloom\colorpass.vert" />
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<None Include="..\data\shaders\bloom\gaussblur.frag" />
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<None Include="..\data\shaders\bloom\gaussblur.vert" />
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<None Include="..\data\shaders\bloom\phongpass.frag" />
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<None Include="..\data\shaders\bloom\phongpass.vert" />
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<None Include="..\data\shaders\bloom\skybox.frag" />
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<None Include="..\data\shaders\bloom\skybox.vert" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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