mirror of
https://github.com/gnif/LookingGlass.git
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36 lines
938 B
GLSL
36 lines
938 B
GLSL
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D sampler1;
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uniform vec2 outputSize;
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void main()
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{
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uvec2 inputSize = uvec2(textureSize(sampler1, 0));
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uvec2 pos = uvec2(fragCoord * outputSize);
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uint outputWidth = uint(outputSize.x);
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uint output_idx = pos.y * outputWidth + pos.x;
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uint fst = output_idx * 3u / 4u;
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vec4 color_0 = texelFetch(sampler1, ivec2(fst % inputSize.x, fst / inputSize.x), 0);
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uint snd = (output_idx * 3u + 1u) / 4u;
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vec4 color_1 = texelFetch(sampler1, ivec2(snd % inputSize.x, snd / inputSize.x), 0);
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uint trd = (output_idx * 3u + 2u) / 4u;
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vec4 color_2 = texelFetch(sampler1, ivec2(trd % inputSize.x, trd / inputSize.x), 0);
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fragColor.bgra = vec4(
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color_0.barg[output_idx % 4u],
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color_1.gbar[output_idx % 4u],
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color_2.rgba[output_idx % 4u],
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1.0
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);
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}
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