#version 300 es precision highp float; #include "compat.h" in vec2 fragCoord; out vec4 fragColor; uniform sampler2D texture; uniform uvec4 uConsts[2]; #define A_GPU 1 #define A_GLSL 1 #include "ffx_a.h" vec3 imageLoad(ivec2 point) { return texelFetch(texture, 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() { vec2 res = vec2(textureSize(texture, 0)); uvec2 point = uvec2(fragCoord * res); CasFilter( fragColor.r, fragColor.g, fragColor.b, point, uConsts[0], uConsts[1], true); }