LookingGlass/client/renderers/EGL/shader/ffx_fsr1_rcas.frag
Geoffrey McRae b4b4a37b2b [client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
2023-03-09 09:20:01 +11:00

33 lines
646 B
GLSL

#version 300 es
precision highp float;
#include "compat.h"
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D sampler1;
uniform uvec4 uConsts;
#define A_GPU 1
#define A_GLSL 1
#define A_FULL 1
#include "ffx_a.h"
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(sampler1, 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(sampler1, 0));
uvec2 point = uvec2(fragCoord * (inRes + 0.5f));
FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, uConsts);
fragColor.a = 1.0f;
}