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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 srcX0;
- layout( location=3 ) uniform float srcX1;
- layout( location=4 ) uniform float srcY0;
- layout( location=5 ) uniform float srcY1;
- layout( location=6 ) uniform float dstX0;
- layout( location=7 ) uniform float dstX1;
- layout( location=8 ) uniform float dstY0;
- layout( location=9 ) uniform float dstY1;
- layout( location=10 ) uniform float scaleX;
- layout( location=11 ) uniform float scaleY;
- #define A_GPU 1
- #define A_GLSL 1
- #include "ffx_a.h"
- #define FSR_EASU_F 1
- AU4 con0, con1, con2, con3;
- float srcW, srcH, dstW, dstH;
- vec2 bLeft, tRight;
- AF2 translate(AF2 pos) {
- return AF2(pos.x * scaleX, pos.y * scaleY);
- }
- void setBounds(vec2 bottomLeft, vec2 topRight) {
- bLeft = bottomLeft;
- tRight = topRight;
- }
- AF2 translateDest(AF2 pos) {
- AF2 translatedPos = AF2(pos.x, pos.y);
- translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
- translatedPos.y = dstY0 > dstY1 ? dstY0 + dstY1 - translatedPos.y - 1: translatedPos.y;
- return translatedPos;
- }
- AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(Source, translate(p), 0); return res; }
- AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(Source, translate(p), 1); return res; }
- AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(Source, translate(p), 2); return res; }
- #include "ffx_fsr1.h"
- float insideBox(vec2 v) {
- vec2 s = step(bLeft, v) - step(tRight, v);
- return s.x * s.y;
- }
- void CurrFilter(AU2 pos)
- {
- if((insideBox(vec2(pos.x, pos.y))) == 0) {
- imageStore(imgOutput, ASU2(pos.x, pos.y), AF4(0,0,0,1));
- return;
- }
- AF3 c;
- FsrEasuF(c, AU2(pos.x - bLeft.x, pos.y - bLeft.y), con0, con1, con2, con3);
- imageStore(imgOutput, ASU2(translateDest(pos)), AF4(c, 1));
- }
- void main() {
- srcW = abs(srcX1 - srcX0);
- srcH = abs(srcY1 - srcY0);
- dstW = abs(dstX1 - dstX0);
- dstH = abs(dstY1 - dstY0);
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
- setBounds(vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1),
- vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0));
- // Upscaling
- FsrEasuCon(con0, con1, con2, con3,
- srcW, srcH, // Viewport size (top left aligned) in the input image which is to be scaled.
- srcW, srcH, // The size of the input image.
- dstW, dstH); // The output resolution.
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
- }
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