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bc9ef95643
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
62 lines
1015 B
GLSL
62 lines
1015 B
GLSL
SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 3.0;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
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vec4 c0 = texture(samp9, pos);
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if (c0.r < 0.1)
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red = 0.1;
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else if (c0.r < 0.20)
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red = 0.20;
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else if (c0.r < 0.40)
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red = 0.40;
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else if (c0.r < 0.60)
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red = 0.60;
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else if (c0.r < 0.80)
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red = 0.80;
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else
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red = 1.0;
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if (c0.b < 0.1)
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blue = 0.1;
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else if (c0.b < 0.20)
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blue = 0.20;
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else if (c0.b < 0.40)
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blue = 0.40;
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else if (c0.b < 0.60)
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blue = 0.60;
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else if (c0.b < 0.80)
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blue = 0.80;
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else
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blue = 1.0;
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if (c0.g < 0.1)
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green = 0.1;
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else if (c0.g < 0.20)
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green = 0.20;
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else if (c0.g < 0.40)
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green = 0.40;
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else if (c0.g < 0.60)
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green = 0.60;
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else if (c0.g < 0.80)
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green = 0.80;
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else
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green = 1.0;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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