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82 lines
3.3 KiB
82 lines
3.3 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..b465126 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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@@ -63,15 +62,19 @@ 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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+
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+ vec2 full_texsize = textureSize(ps0, 0);
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+ vec2 recp_texsize = 1.0 / full_texsize;
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+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
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vec4 color;
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if(mode == 1)
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- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
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+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyz;
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else
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- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
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+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyzw;
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highp float xCenter;
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xCenter = abs(in_TEXCOORD0.x+-0.5);
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@@ -82,21 +85,24 @@ void main()
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//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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if ( mode!=4)
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{
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- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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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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- vec2 pl = (imgCoord+(-imgCoordPixel));
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- vec4 left = textureGather(ps0,coord, mode);
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+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
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+ vec2 pl = imgCoord - imgCoordPixel;
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+ vec4 left = textureGather(ps0, coord * resize_factor, mode);
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float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
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if(edgeVote > edgeThreshold)
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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 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, 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 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, mode).wz;
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, 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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