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[client] egl: cleanup texture filtering/post-processing
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@@ -3,11 +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 sampler2D texture;
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uniform float uSharpness;
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#define A_GPU 1
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@@ -16,7 +15,7 @@ uniform float uSharpness;
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#include "ffx_a.h"
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(iChannel0, ASU2(p), 0); }
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(texture, ASU2(p), 0); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#define FSR_RCAS_F 1
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@@ -25,8 +24,8 @@ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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void main()
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{
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vec2 inRes = vec2(uInRes[0]);
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uvec2 point = uvec2(iFragCoord * (inRes + 0.5f));
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vec2 inRes = vec2(textureSize(texture, 0));
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uvec2 point = uvec2(fragCoord * (inRes + 0.5f));
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uvec4 const0;
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FsrRcasCon(const0, uSharpness);
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