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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..b465126 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 460 core
//============================================================================================================
//
@@ -34,11 +34,10 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
-layout (set=0, binding = 0) uniform UniformBlock
-{
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
@@ -63,15 +62,19 @@ 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;
+
+ vec2 full_texsize = textureSize(ps0, 0);
+ vec2 recp_texsize = 1.0 / full_texsize;
+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
vec4 color;
if(mode == 1)
- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyz;
else
- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyzw;
highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
@@ -82,21 +85,24 @@ void main()
//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( mode!=4)
{
- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
+ highp vec2 imgCoord = ((in_TEXCOORD0.xy * ViewportInfo[0].zw) + vec2(-0.5,0.5));
highp vec2 imgCoordPixel = floor(imgCoord);
- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
- vec2 pl = (imgCoord+(-imgCoordPixel));
- vec4 left = textureGather(ps0,coord, mode);
+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
+ vec2 pl = imgCoord - imgCoordPixel;
+ vec4 left = textureGather(ps0, coord * resize_factor, mode);
float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
if(edgeVote > edgeThreshold)
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, 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;
+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, mode).wz;
+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, mode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);