#version 300 es precision mediump float; #include "compat.h" in vec2 fragCoord; out vec4 fragColor; uniform sampler2D texture; uniform float uSharpness; #define A_GPU 1 #define A_GLSL 1 #define A_FULL 1 #include "ffx_a.h" 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 #define FSR_RCAS_DENOISE 1 #include "ffx_fsr1.h" void main() { vec2 inRes = vec2(textureSize(texture, 0)); uvec2 point = uvec2(fragCoord * (inRes + 0.5f)); uvec4 const0; FsrRcasCon(const0, uSharpness); FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, const0); fragColor.a = 1.0f; }