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Add ivec variants to multiview_uv for stereo rendering
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@ -867,12 +867,18 @@ uniform highp sampler2DArray color_buffer; // texunit:-5
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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ivec3 multiview_uv(ivec2 uv) {
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return ivec3(uv, int(ViewIndex));
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}
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#else
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uniform highp sampler2D depth_buffer; // texunit:-6
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uniform highp sampler2D color_buffer; // texunit:-5
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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ivec2 multiview_uv(ivec2 uv) {
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return uv;
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}
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#endif
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uniform highp mat4 world_transform;
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@ -140,6 +140,9 @@ layout(location = 10) out flat uint instance_index_interp;
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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ivec3 multiview_uv(ivec2 uv) {
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return ivec3(uv, int(ViewIndex));
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}
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layout(location = 11) out vec4 combined_projected;
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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@ -147,6 +150,9 @@ layout(location = 11) out vec4 combined_projected;
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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ivec2 multiview_uv(ivec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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invariant gl_Position;
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@ -704,6 +710,9 @@ layout(location = 10) in flat uint instance_index_interp;
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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ivec3 multiview_uv(ivec2 uv) {
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return ivec3(uv, int(ViewIndex));
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}
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layout(location = 11) in vec4 combined_projected;
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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@ -711,6 +720,9 @@ layout(location = 11) in vec4 combined_projected;
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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ivec2 multiview_uv(ivec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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//defines to keep compatibility with vertex
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@ -125,12 +125,18 @@ layout(location = 9) out highp float dp_clip;
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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ivec3 multiview_uv(ivec2 uv) {
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return ivec3(uv, int(ViewIndex));
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}
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#else
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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ivec2 multiview_uv(ivec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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invariant gl_Position;
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@ -568,12 +574,18 @@ layout(location = 9) highp in float dp_clip;
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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ivec3 multiview_uv(ivec2 uv) {
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return ivec3(uv, int(ViewIndex));
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}
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#else
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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ivec2 multiview_uv(ivec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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//defines to keep compatibility with vertex
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