another try
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@@ -1,37 +1,37 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
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layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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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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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexID
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#endif
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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vec2 vertex = vertices[VERTEX_ID];
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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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posPos.xy = vert_tex_coord;
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posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
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}
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
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layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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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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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexID
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#endif
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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vec2 vertex = vertices[VERTEX_ID];
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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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posPos.xy = vert_tex_coord;
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posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
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}
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