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[client] egl: cleanup texture filtering/post-processing
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@@ -3,12 +3,10 @@ precision mediump float;
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#include "compat.h"
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in vec2 iFragCoord;
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D iChannel0;
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uniform uvec2 uInRes[8];
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uniform uvec2 uOutRes;
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uniform sampler2D texture;
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uniform float uSharpness;
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#define A_GPU 1
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@@ -18,7 +16,7 @@ uniform float uSharpness;
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vec3 imageLoad(ivec2 point)
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{
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return texelFetch(iChannel0, point, 0).rgb;
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return texelFetch(texture, point, 0).rgb;
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}
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AF3 CasLoad(ASU2 p)
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@@ -32,18 +30,15 @@ void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
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void main()
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{
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uvec2 point = uvec2(iFragCoord * vec2(uInRes[0].xy));
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vec2 res = vec2(textureSize(texture, 0));
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uvec2 point = uvec2(fragCoord * res);
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vec4 color;
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vec2 inputResolution = vec2(uInRes[0]);
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vec2 outputResolution = vec2(uOutRes);
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uvec4 const0;
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uvec4 const1;
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CasSetup(const0, const1, uSharpness,
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inputResolution.x, inputResolution.y,
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outputResolution.x, outputResolution.y);
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res.x, res.y, res.x, res.y);
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CasFilter(
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fragColor.r, fragColor.g, fragColor.b,
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