80b4972139
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
24 lines
764 B
GLSL
24 lines
764 B
GLSL
layout(rgba8, binding = 0) uniform image2D imgOutput;
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uniform sampler2D inputTexture;
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layout( location=0 ) uniform vec2 invResolution;
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void main()
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{
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vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
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for(int i = 0; i < 4; i++)
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{
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for(int j = 0; j < 4; j++)
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{
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ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
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vec2 coord = (texelCoord + vec2(0.5)) / invResolution;
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vec4 offset[3];
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SMAAEdgeDetectionVS(coord, offset);
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vec2 oColor = SMAAColorEdgeDetectionPS(coord, offset, inputTexture);
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if (oColor != float2(-2.0, -2.0))
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{
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imageStore(imgOutput, texelCoord, vec4(oColor, 0.0, 1.0));
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}
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}
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}
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} |