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Ryujinx/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl
Emmanuel Hansen 80b4972139
Add Support for Post Processing Effects (#3616)
* 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
2023-02-27 18:11:55 -03:00

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887 B
GLSL

#version 430 core
precision mediump float;
layout (local_size_x = 64) in;
layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
layout( location=1 ) uniform sampler2D source;
layout( location=2 ) uniform float sharpening;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
#define FSR_RCAS_F 1
AU4 con0;
AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#include "ffx_fsr1.h"
void CurrFilter(AU2 pos)
{
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, con0);
imageStore(imgOutput, ASU2(pos), AF4(c, 1));
}
void main() {
FsrRcasCon(con0, sharpening);
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
CurrFilter(gxy);
gxy.x += 8u;
CurrFilter(gxy);
gxy.y += 8u;
CurrFilter(gxy);
gxy.x -= 8u;
CurrFilter(gxy);
}