2021-08-10 03:08:54 +00:00
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#version 300 es
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2023-03-08 22:20:01 +00:00
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#extension GL_OES_EGL_image_external_essl3 : enable
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2023-03-05 03:10:21 +00:00
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precision highp float;
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2021-08-10 03:08:54 +00:00
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#include "compat.h"
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2021-08-11 08:53:36 +00:00
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in vec2 fragCoord;
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2021-08-10 03:08:54 +00:00
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out vec4 fragColor;
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2023-03-08 22:20:01 +00:00
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uniform sampler2D sampler1;
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2021-08-11 10:12:16 +00:00
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uniform vec2 uOutRes;
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uniform uvec4 uConsts[4];
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2021-08-10 03:08:54 +00:00
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#define A_GPU 1
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#define A_GLSL 1
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#define A_FULL 1
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#include "ffx_a.h"
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#define FSR_EASU_F 1
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2023-03-08 22:20:01 +00:00
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AF4 FsrEasuRF(AF2 p){return AF4(textureGather(sampler1, p, 0));}
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AF4 FsrEasuGF(AF2 p){return AF4(textureGather(sampler1, p, 1));}
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AF4 FsrEasuBF(AF2 p){return AF4(textureGather(sampler1, p, 2));}
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2021-08-10 03:08:54 +00:00
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#include "ffx_fsr1.h"
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void main()
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{
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vec3 color;
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2021-08-11 10:12:16 +00:00
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uvec2 point = uvec2(fragCoord * uOutRes);
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FsrEasuF(color, point, uConsts[0], uConsts[1], uConsts[2], uConsts[3]);
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fragColor = vec4(color.rgb, 1);
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2021-08-10 03:08:54 +00:00
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}
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