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40 lines
626 B
GLSL
40 lines
626 B
GLSL
#version 300 es
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precision mediump float;
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#include "compat.h"
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform uvec4 uConsts[2];
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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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vec3 imageLoad(ivec2 point)
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{
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return texelFetch(texture, point, 0).rgb;
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}
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AF3 CasLoad(ASU2 p)
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{
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return imageLoad(p).rgb;
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}
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void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
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#include "ffx_cas.h"
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void main()
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{
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vec2 res = vec2(textureSize(texture, 0));
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uvec2 point = uvec2(fragCoord * res);
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CasFilter(
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fragColor.r, fragColor.g, fragColor.b,
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point, uConsts[0], uConsts[1], true);
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}
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