LookingGlass/client/renderers/EGL/shader/desktop_rgb.frag
Quantum 543c97987b [client] egl: remove needless precision quantifiers
We simply use precision mediump float; for everything. We don't actually
need highp anyways, and we don't use it for stuff like CAS or FSR.
2021-08-11 20:47:46 +10:00

47 lines
811 B
GLSL

#version 300 es
precision mediump float;
#define EGL_SCALE_AUTO 0
#define EGL_SCALE_NEAREST 1
#define EGL_SCALE_LINEAR 2
#define EGL_SCALE_MAX 3
#include "color_blind.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform ivec2 textureSize;
uniform float nvGain;
uniform int cbMode;
void main()
{
switch (scaleAlgo)
{
case EGL_SCALE_NEAREST:
color = texelFetch(sampler1, ivec2(uv * vec2(textureSize)), 0);
break;
case EGL_SCALE_LINEAR:
color = texture(sampler1, uv);
break;
}
if (cbMode > 0)
color = cbTransform(color, cbMode);
if (nvGain > 0.0)
{
highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
color *= 1.0 + lumi;
color *= nvGain;
}
color.a = 1.0;
}