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cleanup ifdef
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@ -4,11 +4,7 @@
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const std::string RendererOutputShader::s_copy_shader_source =
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R"(#version 420
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#ifdef VULKAN
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layout(location = 0) in vec2 passUV;
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#else
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in vec2 passUV;
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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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@ -23,16 +19,16 @@ R"(
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#version 420
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#ifdef VULKAN
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layout(location = 0) in vec2 passUV;
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layout(push_constant) uniform pc {
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vec2 textureSrcResolution;
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vec2 inputResolution;
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vec2 outputResolution;
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};
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#else
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in vec2 passUV;
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uniform vec2 inputResolution;
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#endif
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layout(location = 0) in vec2 passUV;
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layout(binding = 0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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@ -83,20 +79,18 @@ void main(){
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const std::string RendererOutputShader::s_hermite_shader_source =
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R"(#version 420
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in vec4 gl_FragCoord;
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layout(binding=0) uniform sampler2D textureSrc;
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#ifdef VULKAN
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layout(location = 0) in vec2 passUV;
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layout(push_constant) uniform pc {
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vec2 textureSrcResolution;
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vec2 inputResolution;
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vec2 outputResolution;
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};
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#else
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in vec2 passUV;
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uniform vec2 inputResolution;
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#endif
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layout(location = 0) in vec2 passUV;
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layout(binding=0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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// https://www.shadertoy.com/view/MllSzX
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