[client] egl: cleanup texture filtering/post-processing

This commit is contained in:
Geoffrey McRae
2021-08-11 18:53:36 +10:00
parent f78154d282
commit f0ea882165
23 changed files with 1289 additions and 612 deletions

View File

@@ -3,12 +3,10 @@ precision mediump float;
#include "compat.h"
in vec2 iFragCoord;
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D iChannel0;
uniform uvec2 uInRes[8];
uniform uvec2 uOutRes;
uniform sampler2D texture;
uniform float uSharpness;
#define A_GPU 1
@@ -18,7 +16,7 @@ uniform float uSharpness;
vec3 imageLoad(ivec2 point)
{
return texelFetch(iChannel0, point, 0).rgb;
return texelFetch(texture, point, 0).rgb;
}
AF3 CasLoad(ASU2 p)
@@ -32,18 +30,15 @@ void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
void main()
{
uvec2 point = uvec2(iFragCoord * vec2(uInRes[0].xy));
vec2 res = vec2(textureSize(texture, 0));
uvec2 point = uvec2(fragCoord * res);
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);
res.x, res.y, res.x, res.y);
CasFilter(
fragColor.r, fragColor.g, fragColor.b,