#version 300 es #extension GL_OES_EGL_image_external_essl3 : enable precision highp float; #include "compat.h" in vec2 fragCoord; out vec4 fragColor; uniform sampler2D sampler1; uniform vec2 uOutRes; uniform uvec4 uConsts[4]; #define A_GPU 1 #define A_GLSL 1 #define A_FULL 1 #include "ffx_a.h" #define FSR_EASU_F 1 AF4 FsrEasuRF(AF2 p){return AF4(textureGather(sampler1, p, 0));} AF4 FsrEasuGF(AF2 p){return AF4(textureGather(sampler1, p, 1));} AF4 FsrEasuBF(AF2 p){return AF4(textureGather(sampler1, p, 2));} #include "ffx_fsr1.h" void main() { vec3 color; uvec2 point = uvec2(fragCoord * uOutRes); FsrEasuF(color, point, uConsts[0], uConsts[1], uConsts[2], uConsts[3]); fragColor = vec4(color.rgb, 1); }