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[client] egl: use a texel based version of textureGather for FSR
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1 changed files with 13 additions and 3 deletions
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@ -18,9 +18,19 @@ uniform uvec2 uOutRes;
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#define FSR_EASU_F 1
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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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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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