diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag index 7074999..69927af 100644 --- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag +++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag @@ -1,4 +1,4 @@ -#version 300 es +#version 320 es //============================================================================================================ // @@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std) void main() { - int mode = OperationMode; - float edgeThreshold = EdgeThreshold; - float edgeSharpness = EdgeSharpness; + const int mode = OperationMode; + const float edgeThreshold = EdgeThreshold; + const float edgeSharpness = EdgeSharpness; vec4 color; if(mode == 1) @@ -93,10 +93,10 @@ void main() { coord.x += ViewportInfo[0].x; - vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode); + vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode); vec4 upDown; - upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz; - upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx; + upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz; + upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx; float mean = (left.y+left.z+right.x+right.w)*0.25; left = left - vec4(mean); diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag index d2df646..1f1daa6 100644 --- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag +++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag @@ -1,4 +1,4 @@ -#version 300 es +#version 320 es //============================================================================================================ // @@ -124,10 +124,10 @@ void main() { coord.x += ViewportInfo[0].x; - vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode); + vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode); vec4 upDown; - upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz; - upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx; + upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz; + upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx; float mean = (left.y+left.z+right.x+right.w)*0.25; left = left - vec4(mean);