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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders/prebuilt/bloom-up.frag.glsl
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz
pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'shaders/prebuilt/bloom-up.frag.glsl')
-rw-r--r--shaders/prebuilt/bloom-up.frag.glsl26
1 files changed, 0 insertions, 26 deletions
diff --git a/shaders/prebuilt/bloom-up.frag.glsl b/shaders/prebuilt/bloom-up.frag.glsl
deleted file mode 100644
index 368076ed..00000000
--- a/shaders/prebuilt/bloom-up.frag.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 450
-
-// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up,
-// a tent of eight points over the smaller level. Float target.
-
-layout(set = 2, binding = 0) uniform sampler2D source;
-layout(std140, set = 3, binding = 0) uniform BloomStep {
- vec4 texels;
- vec4 pass;
-} u;
-
-layout(location = 0) out vec4 o_col;
-
-void main() {
- vec2 uv = gl_FragCoord.xy * u.texels.zw;
- vec2 h = 0.5 * u.texels.xy;
- vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb;
- sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0;
- sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb;
- sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0;
- sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb;
- sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0;
- sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb;
- sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0;
- o_col = vec4(sum / 12.0, 1.0);
-}