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

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#version 300 es
precision mediump float;
#include "compat.h"
in vec2 iFragCoord;
out vec4 fragColor;
uniform sampler2D iChannel0;
uniform uvec2 uInRes[8];
uniform uvec2 uOutRes;
uniform float uSharpness;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
vec3 imageLoad(ivec2 point)
{
return texelFetch(iChannel0, point, 0).rgb;
}
AF3 CasLoad(ASU2 p)
{
return imageLoad(p).rgb;
}
void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
#include "ffx_cas.h"
void main()
{
uvec2 point = uvec2(iFragCoord * vec2(uInRes[0].xy));
vec4 color;
vec2 inputResolution = vec2(uInRes[0]);
vec2 outputResolution = vec2(uOutRes);
uvec4 const0;
uvec4 const1;
CasSetup(const0, const1, uSharpness,
inputResolution.x, inputResolution.y,
outputResolution.x, outputResolution.y);
CasFilter(
fragColor.r, fragColor.g, fragColor.b,
point,
const0, const1,
true);
}