Fix more stuff in SMAA pass
Now it's no longer flipped for some reason, gamma correction soon to follow
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37866a9470
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4 changed files with 6 additions and 5 deletions
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@ -50,7 +50,6 @@ void SMAAPass::render(GFXCommandBuffer* command_buffer, RenderTarget& target) {
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struct PushConstant {
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prism::float4 viewport;
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Matrix4x4 correction_matrix;
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} pc;
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pc.viewport = prism::float4(1.0f / static_cast<float>(target.extent.width), 1.0f / static_cast<float>(target.extent.height), target.extent.width, target.extent.height);
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@ -149,7 +148,7 @@ void SMAAPass::create_pipelines() {
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createInfo.render_pass = render_pass;
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createInfo.shader_input.push_constants = {
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{sizeof(prism::float4) + sizeof(Matrix4x4), 0}
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{sizeof(prism::float4), 0}
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};
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createInfo.shader_input.bindings = {
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@ -8,7 +8,8 @@ layout(location = 5) out vec2 outPixUV;
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void main() {
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = correctionMatrix * vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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outUV.y = 1.0 - outUV.y;
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SMAABlendingWeightCalculationVS(outUV, outPixUV, outOffset);
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}
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@ -7,7 +7,8 @@ layout(location = 1) out vec4 outOffset[3];
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void main() {
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = correctionMatrix * vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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outUV.y = 1.0 - outUV.y;
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SMAAEdgeDetectionVS(outUV, outOffset);
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}
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@ -3,10 +3,10 @@
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#define SMAA_PRESET_ULTRA 1
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#define SMAA_GLSL_4 1
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#define SMAA_PREDICATION 1
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#define SMAA_FLIP_Y 0
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layout(push_constant) uniform PushConstant {
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vec4 viewport;
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mat4 correctionMatrix;
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};
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#include "smaa.glsl"
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