[client] egl: use a texel based version of textureGather for FSR

This commit is contained in:
Geoffrey McRae 2021-08-10 14:21:46 +10:00
parent ccee347740
commit 127d3acd96

View file

@ -18,9 +18,19 @@ uniform uvec2 uOutRes;
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p){return AF4(textureGather(iChannel0, p, 0));}
AF4 FsrEasuGF(AF2 p){return AF4(textureGather(iChannel0, p, 1));}
AF4 FsrEasuBF(AF2 p){return AF4(textureGather(iChannel0, p, 2));}
vec4 _textureGather(sampler2D tex, vec2 uv, int comp)
{
ivec2 p = ivec2((uv * vec2(uInRes[0])) - 0.5f);
vec4 c0 = texelFetchOffset(tex, p, 0, ivec2(0,1));
vec4 c1 = texelFetchOffset(tex, p, 0, ivec2(1,1));
vec4 c2 = texelFetchOffset(tex, p, 0, ivec2(1,0));
vec4 c3 = texelFetchOffset(tex, p, 0, ivec2(0,0));
return vec4(c0[comp], c1[comp], c2[comp],c3[comp]);
}
AF4 FsrEasuRF(AF2 p){return AF4(_textureGather(iChannel0, p, 0));}
AF4 FsrEasuGF(AF2 p){return AF4(_textureGather(iChannel0, p, 1));}
AF4 FsrEasuBF(AF2 p){return AF4(_textureGather(iChannel0, p, 2));}
#include "ffx_fsr1.h"