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Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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@@ -125,14 +125,14 @@ void main() {
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//Glow uses larger sigma 1 for a more rounded blur effect
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#define GLOW_ADD( m_ofs, m_mult )\
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{\
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vec2 ofs = uv_interp + m_ofs * pix_size;\
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vec4 c = texture(source_color, ofs ) * m_mult; \
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if (any(lessThan(ofs,vec2(0.0))) || any(greaterThan(ofs,vec2(1.0)))) {\
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c*=0.0;\
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}\
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color+=c;\
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#define GLOW_ADD(m_ofs, m_mult) \
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{ \
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vec2 ofs = uv_interp + m_ofs * pix_size; \
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vec4 c = texture(source_color, ofs) * m_mult; \
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if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
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c *= 0.0; \
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} \
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color += c; \
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}
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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@@ -140,22 +140,22 @@ void main() {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
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GLOW_ADD(vec2(1.0, 0.0),0.165569);
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GLOW_ADD(vec2(2.0, 0.0),0.140367);
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GLOW_ADD(vec2(1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(3.0, 0.0), 0.106595);
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GLOW_ADD(vec2(-1.0, 0.0),0.165569);
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GLOW_ADD(vec2(-2.0, 0.0),0.140367);
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GLOW_ADD(vec2(-3.0, 0.0),0.106595);
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GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
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color *= blur.glow_strength;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
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GLOW_ADD(vec2(0.0, 1.0),0.233062);
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GLOW_ADD(vec2(0.0, 2.0),0.122581);
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GLOW_ADD(vec2(0.0, -1.0),0.233062);
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GLOW_ADD(vec2(0.0, -2.0),0.122581);
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GLOW_ADD(vec2(0.0, 1.0), 0.233062);
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GLOW_ADD(vec2(0.0, 2.0), 0.122581);
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GLOW_ADD(vec2(0.0, -1.0), 0.233062);
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GLOW_ADD(vec2(0.0, -2.0), 0.122581);
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color *= blur.glow_strength;
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frag_color = color;
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}
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@@ -280,7 +280,7 @@ void main() {
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#ifdef MODE_SIMPLE_COPY
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vec4 color = texture(source_color, uv_interp, 0.0);
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if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r,color.g),color.b));
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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frag_color = color;
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#endif
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