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-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl6
1 files changed, 1 insertions, 5 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index 075ee2af22..249e7963d0 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -37,6 +37,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float camera_z_near;
uint pad2[2];
}
+
params;
#ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA
@@ -60,7 +61,6 @@ layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_bu
#endif
void main() {
-
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
@@ -84,7 +84,6 @@ void main() {
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
@@ -95,7 +94,6 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
imageStore(dest_buffer, pos + params.target, color);
} else {
-
ivec2 base_pos = (pos + params.section.xy);
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
@@ -121,7 +119,6 @@ void main() {
vec4 color = vec4(0.0);
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
@@ -135,7 +132,6 @@ void main() {
GLOW_ADD(ivec2(-3, 0), 0.106595);
color *= params.glow_strength;
} else {
-
ivec2 base_pos = pos + params.section.xy;
ivec2 section_begin = params.section.xy;
ivec2 section_end = section_begin + params.section.zw;