LookingGlass/client/renderers/EGL/shader/ffx_fsr1_rcas.frag

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#version 300 es
precision mediump float;
#include "compat.h"
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D texture;
uniform float uSharpness;
#define A_GPU 1
#define A_GLSL 1
#define A_FULL 1
#include "ffx_a.h"
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(texture, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#define FSR_RCAS_F 1
#define FSR_RCAS_DENOISE 1
#include "ffx_fsr1.h"
void main()
{
vec2 inRes = vec2(textureSize(texture, 0));
uvec2 point = uvec2(fragCoord * (inRes + 0.5f));
uvec4 const0;
FsrRcasCon(const0, uSharpness);
FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, const0);
fragColor.a = 1.0f;
}