adjusted fxaa shader start
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@@ -1,8 +1,13 @@
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D ppIN;
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layout (location = 0) in vec2 outUV;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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//outColor = vec4(1.0);
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vec3 color = texture(ppIN, outUV).rgb;
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outColor = vec4(color, 1.0);
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}
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@@ -4,6 +4,6 @@ layout (location = 0) out vec2 outUV;
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void main()
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{
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//outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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//gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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