Merge PR 7384
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@ -20,6 +20,18 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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void main() {
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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color = GetScreen(screen_id_l);
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}
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}
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@ -32,8 +32,20 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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void main() {
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vec4 color_tex_l = texture(screen_textures[screen_id_l], frag_tex_coord);
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vec4 color_tex_l = GetScreen(screen_id_l);
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vec4 color_tex_r = texture(screen_textures[screen_id_r], frag_tex_coord);
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vec4 color_tex_r = GetScreen(screen_id_r);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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}
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}
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@ -20,10 +20,22 @@ layout (push_constant, std140) uniform DrawInfo {
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
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vec4 GetScreen(int screen_id) {
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switch (screen_id) {
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case 0:
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return texture(screen_textures[0], frag_tex_coord);
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case 1:
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return texture(screen_textures[1], frag_tex_coord);
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case 2:
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return texture(screen_textures[2], frag_tex_coord);
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}
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}
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void main() {
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == reverse_interlaced)
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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color = GetScreen(screen_id_l);
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else
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else
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color = texture(screen_textures[screen_id_r], frag_tex_coord);
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color = GetScreen(screen_id_r);
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}
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}
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