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- // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- //!#version 460 core
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
- #extension GL_GOOGLE_include_directive : enable
- #extension GL_EXT_shader_explicit_arithmetic_types : require
- // FidelityFX Super Resolution Sample
- //
- // Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files(the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions :
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- layout( push_constant ) uniform constants {
- uvec4 Const0;
- uvec4 Const1;
- uvec4 Const2;
- uvec4 Const3;
- };
- layout(set=0,binding=0) uniform sampler2D InputTexture;
- #define A_GPU 1
- #define A_GLSL 1
- #define FSR_RCAS_PASSTHROUGH_ALPHA 1
- #ifndef YUZU_USE_FP16
- #include "ffx_a.h"
- #if USE_EASU
- #define FSR_EASU_F 1
- AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
- AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
- AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
- #endif
- #if USE_RCAS
- #define FSR_RCAS_F 1
- AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
- void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
- #endif
- #else
- #define A_HALF
- #include "ffx_a.h"
- #if USE_EASU
- #define FSR_EASU_H 1
- AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
- AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
- AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
- #endif
- #if USE_RCAS
- #define FSR_RCAS_H 1
- AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
- void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
- #endif
- #endif
- #include "ffx_fsr1.h"
- layout (location = 0) in vec2 frag_texcoord;
- layout (location = 0) out vec4 frag_color;
- void CurrFilter(AU2 pos) {
- #if USE_EASU
- #ifndef YUZU_USE_FP16
- AF3 c;
- FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
- frag_color = AF4(c, texture(InputTexture, frag_texcoord).a);
- #else
- AH3 c;
- FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
- frag_color = AH4(c, texture(InputTexture, frag_texcoord).a);
- #endif
- #endif
- #if USE_RCAS
- #ifndef YUZU_USE_FP16
- AF4 c;
- FsrRcasF(c.r, c.g, c.b, c.a, pos, Const0);
- frag_color = c;
- #else
- AH4 c;
- FsrRcasH(c.r, c.g, c.b, c.a, pos, Const0);
- frag_color = c;
- #endif
- #endif
- }
- void main() {
- #if USE_RCAS
- CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
- #else
- CurrFilter(AU2(gl_FragCoord.xy));
- #endif
- }
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