mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 21:47:23 +00:00
b4b4a37b2b
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
36 lines
738 B
GLSL
36 lines
738 B
GLSL
#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);
|
|
}
|