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97 lines
3.8 KiB
97 lines
3.8 KiB
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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index 7074999..cb1eea3 100644
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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@@ -1,4 +1,4 @@
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-#version 300 es
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+#version 460 core
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//============================================================================================================
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//
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@@ -34,11 +34,10 @@ 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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@@ -63,9 +62,9 @@ vec2 weightY(float dx, float dy,float c, float std)
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void main()
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{
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- int mode = OperationMode;
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- float edgeThreshold = EdgeThreshold;
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- float edgeSharpness = EdgeSharpness;
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+ const int mode = OperationMode;
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+ const float edgeThreshold = EdgeThreshold;
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+ const float edgeSharpness = EdgeSharpness;
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vec4 color;
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if(mode == 1)
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@@ -93,10 +92,13 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
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+ highp vec2 IR_highp_vec2_0 = vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, mode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,mode).wz;
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+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0,coord+ IR_highp_vec2_2, mode).yx;
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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..95d09cf 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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-#version 300 es
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+#version 460 core
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//============================================================================================================
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//
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@@ -40,11 +40,10 @@ 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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@@ -124,10 +123,13 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
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+ highp vec2 IR_highp_vec2_0 = vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, OperationMode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,OperationMode).wz;
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+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0,coord+ IR_highp_vec2_2, OperationMode).yx;
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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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