[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

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