LookingGlass/client/renderers/EGL/shader/ffx_fsr1_easu.frag

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#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
#include "compat.h"
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D sampler1;
uniform vec2 uOutRes;
uniform uvec4 uConsts[4];
#define A_GPU 1
#define A_GLSL 1
#define A_FULL 1
#include "ffx_a.h"
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p){return AF4(textureGather(sampler1, p, 0));}
AF4 FsrEasuGF(AF2 p){return AF4(textureGather(sampler1, p, 1));}
AF4 FsrEasuBF(AF2 p){return AF4(textureGather(sampler1, p, 2));}
#include "ffx_fsr1.h"
void main()
{
vec3 color;
uvec2 point = uvec2(fragCoord * uOutRes);
FsrEasuF(color, point, uConsts[0], uConsts[1], uConsts[2], uConsts[3]);
fragColor = vec4(color.rgb, 1);
}