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[client] egl: precompute FSR filter constants on CPU
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@@ -7,7 +7,7 @@ in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform float uSharpness;
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uniform uvec4 uConsts;
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#define A_GPU 1
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#define A_GLSL 1
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@@ -27,9 +27,6 @@ void main()
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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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FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, const0);
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FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, uConsts);
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fragColor.a = 1.0f;
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}
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