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543c97987b
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.
47 lines
811 B
GLSL
47 lines
811 B
GLSL
#version 300 es
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precision mediump float;
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#define EGL_SCALE_AUTO 0
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#define EGL_SCALE_NEAREST 1
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#define EGL_SCALE_LINEAR 2
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#define EGL_SCALE_MAX 3
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#include "color_blind.h"
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform ivec2 textureSize;
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uniform float nvGain;
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uniform int cbMode;
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void main()
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{
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switch (scaleAlgo)
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{
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case EGL_SCALE_NEAREST:
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color = texelFetch(sampler1, ivec2(uv * vec2(textureSize)), 0);
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break;
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case EGL_SCALE_LINEAR:
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color = texture(sampler1, uv);
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break;
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}
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if (cbMode > 0)
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color = cbTransform(color, cbMode);
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if (nvGain > 0.0)
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{
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highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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color *= 1.0 + lumi;
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color *= nvGain;
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}
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color.a = 1.0;
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}
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