it made it actually more confusing to have two version of the uv (normalized and not). Also the unnormalized version was computed from frameUniforms which is not great in the case of post-processing (it just happened to work).
31 lines
710 B
GLSL
31 lines
710 B
GLSL
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struct PostProcessInputs {
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#if defined(FRAG_OUTPUT0)
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FRAG_OUTPUT_MATERIAL_TYPE0 FRAG_OUTPUT0;
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#endif
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#if defined(FRAG_OUTPUT1)
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FRAG_OUTPUT_MATERIAL_TYPE1 FRAG_OUTPUT1;
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#endif
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#if defined(FRAG_OUTPUT2)
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FRAG_OUTPUT_MATERIAL_TYPE2 FRAG_OUTPUT2;
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#endif
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#if defined(FRAG_OUTPUT3)
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FRAG_OUTPUT_MATERIAL_TYPE3 FRAG_OUTPUT3;
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#endif
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#if defined(FRAG_OUTPUT4)
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FRAG_OUTPUT_MATERIAL_TYPE4 FRAG_OUTPUT4;
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#endif
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#if defined(FRAG_OUTPUT5)
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FRAG_OUTPUT_MATERIAL_TYPE5 FRAG_OUTPUT5;
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#endif
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#if defined(FRAG_OUTPUT6)
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FRAG_OUTPUT_MATERIAL_TYPE6 FRAG_OUTPUT6;
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#endif
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#if defined(FRAG_OUTPUT7)
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FRAG_OUTPUT_MATERIAL_TYPE7 FRAG_OUTPUT7;
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#endif
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#if defined(FRAG_OUTPUT_DEPTH)
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float depth;
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#endif
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};
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