#version 300 es precision mediump float; in vec2 iFragCoord; out vec4 fragColor; uniform sampler2D iChannel0; uniform uvec2 uInRes[8]; uniform uvec2 uOutRes; // the following are not available until verion 400 or later // so we implement our own versions of them uint bitfieldExtract(uint val, int off, int size) { uint mask = uint((1 << size) - 1); return uint(val >> off) & mask; } uint bitfieldInsert(uint a, uint b, int c, int d) { uint mask = ~(0xffffffffu << d) << c; mask = ~mask; a &= mask; return a | (b << c); } #define A_GPU 1 #define A_GLSL 1 #include "ffx_a.h" vec3 imageLoad(ivec2 point) { return texelFetch(iChannel0, point, 0).rgb; } AF3 CasLoad(ASU2 p) { return imageLoad(p).rgb; } void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {} #include "ffx_cas.h" void main() { uvec2 point = uvec2(iFragCoord * vec2(uInRes[0].xy)); vec4 color; vec2 inputResolution = vec2(uInRes[0]); vec2 outputResolution = vec2(uOutRes); float sharpnessTuning = 1.0f; uvec4 const0; uvec4 const1; CasSetup(const0, const1, sharpnessTuning, inputResolution.x, inputResolution.y, outputResolution.x, outputResolution.y); CasFilter( fragColor.r, fragColor.g, fragColor.b, point, const0, const1, true); }