host_shaders: Misc copyright/style changes
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// Adapted from
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Source code is adapted from
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// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
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// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
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#version 460
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#version 460
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// Copyright 2019 yuzu Emulator Project
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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@ -16,10 +16,12 @@ layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 0
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexIndex
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexID
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#endif
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#endif
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@ -28,11 +30,7 @@ layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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void main() {
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#ifdef VULKAN
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vec2 vertex = vertices[VERTEX_ID];
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vec2 vertex = vertices[gl_VertexIndex];
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#else
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vec2 vertex = vertices[gl_VertexID];
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#endif
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gl_Position = vec4(vertex, 0.0, 1.0);
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gl_Position = vec4(vertex, 0.0, 1.0);
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vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
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vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
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posPos.xy = vert_tex_coord;
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posPos.xy = vert_tex_coord;
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// Copyright 2019 yuzu Emulator Project
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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@ -1,8 +1,8 @@
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// Copyright 2019 yuzu Emulator Project
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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// Code obtained from this 2 sources:
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// Code adapted from the following sources:
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// - https://learnopengl.com/Advanced-Lighting/Bloom
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// - https://learnopengl.com/Advanced-Lighting/Bloom
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// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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