Consistantly use USE_MULTIVIEW as the define in shaders
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@@ -4,14 +4,14 @@
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#VERSION_DEFINES
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //MULTIVIEW
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#endif //USE_MULTIVIEW
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#define FLAG_FLIP_Y (1 << 0)
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#define FLAG_USE_SECTION (1 << 1)
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@@ -22,7 +22,7 @@
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#define FLAG_LINEAR (1 << 6)
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#define FLAG_NORMAL (1 << 7)
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(location = 0) out vec3 uv_interp;
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#else
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layout(location = 0) out vec2 uv_interp;
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@@ -41,7 +41,7 @@ params;
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp.xy = base_arr[gl_VertexIndex];
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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uv_interp.z = ViewIndex;
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#endif
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vec2 vpos = uv_interp.xy;
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@@ -62,14 +62,14 @@ void main() {
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#VERSION_DEFINES
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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#ifdef has_VK_KHR_multiview
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#extension GL_EXT_multiview : enable
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#define ViewIndex gl_ViewIndex
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#else // has_VK_KHR_multiview
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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#endif //MULTIVIEW
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#endif //USE_MULTIVIEW
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#define FLAG_FLIP_Y (1 << 0)
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#define FLAG_USE_SECTION (1 << 1)
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@@ -91,24 +91,24 @@ layout(push_constant, std430) uniform Params {
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params;
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#ifndef MODE_SET_COLOR
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(location = 0) in vec3 uv_interp;
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#else
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layout(location = 0) in vec2 uv_interp;
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#endif
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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layout(set = 0, binding = 0) uniform sampler2DArray source_color;
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#ifdef MODE_TWO_SOURCES
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layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
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layout(location = 1) out float depth;
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#endif /* MODE_TWO_SOURCES */
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#else /* MULTIVIEW */
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#else /* USE_MULTIVIEW */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef MODE_TWO_SOURCES
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layout(set = 1, binding = 0) uniform sampler2D source_color2;
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#endif /* MODE_TWO_SOURCES */
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#endif /* MULTIVIEW */
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#endif /* USE_MULTIVIEW */
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#endif /* !SET_COLOR */
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layout(location = 0) out vec4 frag_color;
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@@ -129,7 +129,7 @@ void main() {
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frag_color = params.color;
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#else
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec3 uv = uv_interp;
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#else
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vec2 uv = uv_interp;
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@@ -165,19 +165,19 @@ void main() {
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}
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#endif /* MODE_PANORAMA_TO_DP */
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#ifdef MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec4 color = textureLod(source_color, uv, 0.0);
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#ifdef MODE_TWO_SOURCES
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// In multiview our 2nd input will be our depth map
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depth = textureLod(source_depth, uv, 0.0).r;
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#endif /* MODE_TWO_SOURCES */
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#else /* MULTIVIEW */
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#else /* USE_MULTIVIEW */
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vec4 color = textureLod(source_color, uv, 0.0);
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#ifdef MODE_TWO_SOURCES
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color += textureLod(source_color2, uv, 0.0);
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#endif /* MODE_TWO_SOURCES */
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#endif /* MULTIVIEW */
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#endif /* USE_MULTIVIEW */
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if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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