mirror of
https://github.com/gnif/LookingGlass.git
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58 lines
1.2 KiB
GLSL
58 lines
1.2 KiB
GLSL
#version 300 es
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precision mediump float;
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#include "compat.h"
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in vec2 iFragCoord;
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out vec4 fragColor;
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uniform sampler2D iChannel0;
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uniform uvec2 uInRes[8];
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uniform uvec2 uOutRes;
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#define A_GPU 1
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#define A_GLSL 1
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#define A_FULL 1
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#include "ffx_a.h"
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#define FSR_EASU_F 1
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vec4 _textureGather(sampler2D tex, vec2 uv, int comp)
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{
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ivec2 p = ivec2((uv * vec2(uInRes[0])) - 0.5f);
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vec4 c0 = texelFetchOffset(tex, p, 0, ivec2(0,1));
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vec4 c1 = texelFetchOffset(tex, p, 0, ivec2(1,1));
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vec4 c2 = texelFetchOffset(tex, p, 0, ivec2(1,0));
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vec4 c3 = texelFetchOffset(tex, p, 0, ivec2(0,0));
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return vec4(c0[comp], c1[comp], c2[comp],c3[comp]);
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}
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AF4 FsrEasuRF(AF2 p){return AF4(_textureGather(iChannel0, p, 0));}
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AF4 FsrEasuGF(AF2 p){return AF4(_textureGather(iChannel0, p, 1));}
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AF4 FsrEasuBF(AF2 p){return AF4(_textureGather(iChannel0, p, 2));}
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#include "ffx_fsr1.h"
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void main()
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{
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AU4 con0, con1, con2, con3;
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vec2 inRes = vec2(uInRes[0]);
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vec2 outRes = vec2(uOutRes);
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FsrEasuCon(
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con0,
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con1,
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con2,
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con3,
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inRes.x , inRes.y,
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inRes.x , inRes.y,
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outRes.x, outRes.y
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);
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vec3 color;
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uvec2 point = uvec2(iFragCoord * outRes);
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FsrEasuF(color, point, con0, con1, con2, con3);
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fragColor = vec4(color.xyz, 1);
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}
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