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use inputResolution
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@ -31,7 +31,7 @@ layout(push_constant) uniform pc {
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};
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#else
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in vec2 passUV;
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uniform vec2 textureSrcResolution;
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uniform vec2 inputResolution;
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#endif
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layout(binding = 0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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@ -76,7 +76,7 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
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}
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void main(){
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colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
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colorOut0 = vec4(bcFilter(passUV*inputResolution, vec2(1.0,1.0)/inputResolution).rgb,1.0);
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}
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)";
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@ -94,8 +94,7 @@ layout(push_constant) uniform pc {
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};
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#else
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in vec2 passUV;
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uniform vec2 textureSrcResolution;
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uniform vec2 outputResolution;
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uniform vec2 inputResolution;
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#endif
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layout(location = 0) out vec4 colorOut0;
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@ -152,7 +151,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
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}
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void main(){
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vec4 texelSize = vec4( 1.0 / outputResolution.xy, outputResolution.xy);
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vec4 texelSize = vec4( 1.0 / inputResolution.xy, inputResolution.xy);
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colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0);
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}
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)";
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