removed the colored vertex and combined into one. Half fixed texturing. Fully fixed images and compute swapping
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@@ -1,15 +1,16 @@
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#version 450
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// These come in from the vertex definition
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = color;
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gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = vec4(v_position, 0.0, 1.0);
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}
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@@ -36,35 +36,35 @@ void main() {
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uint idx = get_idx(0,0);
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ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
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ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
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ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
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ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
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ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
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ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
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ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
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ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
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ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
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// ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
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// ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
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// ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
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// ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
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// ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
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// ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
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// ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
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// ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
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//
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// ivec3 d0 = abs(p0.xyz - p1.xyz);
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// ivec3 d1 = abs(p2.xyz - p3.xyz);
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// ivec3 d2 = abs(p4.xyz - p5.xyz);
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// ivec3 d3 = abs(p6.xyz - p7.xyz);
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//
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// ivec3 m = max(max(max(d0, d1), d2), d3);
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//
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// if ((m.x + m.y + m.z) > 200){
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// p.x = 0;
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// p.y = 0;
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// p.z = 255;
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// }
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// else {
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// //p.w = 125;
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// }
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ivec3 d0 = abs(p0.xyz - p1.xyz);
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ivec3 d1 = abs(p2.xyz - p3.xyz);
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ivec3 d2 = abs(p4.xyz - p5.xyz);
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ivec3 d3 = abs(p6.xyz - p7.xyz);
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ivec3 m = max(max(max(d0, d1), d2), d3);
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if ((m.x + m.y + m.z) > 200){
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p.x = 0;
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p.y = 0;
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p.z = 255;
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}
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else {
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//p.w = 125;
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}
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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}
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@@ -2,7 +2,7 @@
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 img_coords;
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layout(location = 0) in vec2 position;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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@@ -15,8 +15,9 @@ void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = imageLoad(img, ivec2(pos)) / (255.0);
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f_color = imageLoad(img, ivec2(position)) / (255.0);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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}
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@@ -2,15 +2,17 @@
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// SIMPLE IMAGE : VERTEX SHADER
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// These come in from the vertex definition
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 img_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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img_coords = position;
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gl_Position = vec4(v_position, 0.0, 1.0);
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img_coords = ti_position;
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}
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@@ -2,7 +2,7 @@
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) in vec2 texture_position;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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@@ -13,14 +13,9 @@ layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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// f_color = imageLoad(img, ivec2(pos)) / (255.0);
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//
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// float gamma = 0.5;
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// f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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f_color = texture(tex, tex_coords);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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f_color = texture(tex, texture_position);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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}
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@@ -3,16 +3,17 @@
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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tex_coords = position;
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gl_Position = vec4(v_position, 0.0, 1.0);
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tex_coords = ti_position;
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}
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