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- #version 430 core
- precision mediump float;
- layout (local_size_x = 64) in;
- layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
- layout( location=1 ) uniform sampler2D source;
- layout( location=2 ) uniform float sharpening;
- #define A_GPU 1
- #define A_GLSL 1
- #include "ffx_a.h"
- #define FSR_RCAS_F 1
- AU4 con0;
- AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
- void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
- #include "ffx_fsr1.h"
- void CurrFilter(AU2 pos)
- {
- AF3 c;
- FsrRcasF(c.r, c.g, c.b, pos, con0);
- imageStore(imgOutput, ASU2(pos), AF4(c, 1));
- }
- void main() {
- FsrRcasCon(con0, sharpening);
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
- }
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