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@ -88,7 +88,7 @@ index 7074999..9e2122e 100644 |
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float mean = (left.y+left.z+right.x+right.w)*0.25; |
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left = left - vec4(mean); |
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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index d2df646..91a8d4d 100644
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index d2df646..3e4f5cd 100644
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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@@ -1,4 +1,4 @@
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@ -97,7 +97,20 @@ index d2df646..91a8d4d 100644 |
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//============================================================================================================ |
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// |
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@@ -50,7 +50,7 @@ uniform highp vec4 ViewportInfo[1];
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@@ -40,17 +40,16 @@ precision highp int;
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//////////////////////// |
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#if defined(UseUniformBlock) |
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo[1];
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}; |
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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#else |
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uniform highp vec4 ViewportInfo[1]; |
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uniform mediump sampler2D ps0; |
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#endif |
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@ -106,7 +119,7 @@ index d2df646..91a8d4d 100644 |
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layout(location=0) out vec4 out_Target0; |
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float fastLanczos2(float x) |
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@@ -98,11 +98,15 @@ vec2 edgeDirection(vec4 left, vec4 right)
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@@ -98,11 +97,15 @@ vec2 edgeDirection(vec4 left, vec4 right)
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void main() |
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{ |
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@ -124,7 +137,7 @@ index d2df646..91a8d4d 100644 |
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highp float xCenter; |
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xCenter = abs(in_TEXCOORD0.x+-0.5); |
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@@ -116,18 +120,21 @@ void main()
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@@ -116,18 +119,21 @@ void main()
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highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); |
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highp vec2 imgCoordPixel = floor(imgCoord); |
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highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); |
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