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https://github.com/gnif/LookingGlass.git
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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
63 lines
1.2 KiB
GLSL
63 lines
1.2 KiB
GLSL
#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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#define PI 3.141592653589793
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D sampler1;
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float sinc(float x)
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{
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return x == 0.0 ? 1.0 : sin(x * PI) / (x * PI);
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}
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float lanczos(float x)
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{
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return sinc(x) * sinc(x * 0.5);
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}
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float lanczos(vec2 v)
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{
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return lanczos(v.x) * lanczos(v.y);
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}
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void main()
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{
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vec2 size = vec2(textureSize(sampler1, 0));
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vec2 pos = fragCoord * size;
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vec2 invSize = 1.0 / size;
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vec2 uvc = floor(pos) + vec2(0.5, 0.5);
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vec2 uvs[9] = vec2[](
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uvc + vec2(-1.0, -1.0),
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uvc + vec2(-1.0, 0.0),
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uvc + vec2(-1.0, 1.0),
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uvc + vec2( 0.0, -1.0),
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uvc + vec2( 0.0, 0.0),
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uvc + vec2( 0.0, 1.0),
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uvc + vec2( 1.0, -1.0),
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uvc + vec2( 1.0, 0.0),
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uvc + vec2( 1.0, 1.0)
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);
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float factors[9];
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float sum = 0.0;
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for (int i = 0; i < 9; ++i)
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{
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factors[i] = lanczos(uvs[i] - fragCoord * size);
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sum += factors[i];
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}
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for (int i = 0; i < 9; ++i)
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factors[i] /= sum;
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vec3 color = vec3(0.0);
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for (int i = 0; i < 9; ++i)
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color += texture(sampler1, uvs[i] * invSize).rgb * factors[i];
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fragColor = vec4(color, 1.0);
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}
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