#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 srcX0; layout( location=3 ) uniform float srcX1; layout( location=4 ) uniform float srcY0; layout( location=5 ) uniform float srcY1; layout( location=6 ) uniform float dstX0; layout( location=7 ) uniform float dstX1; layout( location=8 ) uniform float dstY0; layout( location=9 ) uniform float dstY1; layout( location=10 ) uniform float scaleX; layout( location=11 ) uniform float scaleY; #define A_GPU 1 #define A_GLSL 1 #include "ffx_a.h" #define FSR_EASU_F 1 AU4 con0, con1, con2, con3; float srcW, srcH, dstW, dstH; vec2 bLeft, tRight; AF2 translate(AF2 pos) { return AF2(pos.x * scaleX, pos.y * scaleY); } void setBounds(vec2 bottomLeft, vec2 topRight) { bLeft = bottomLeft; tRight = topRight; } AF2 translateDest(AF2 pos) { AF2 translatedPos = AF2(pos.x, pos.y); translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x; translatedPos.y = dstY0 > dstY1 ? dstY0 + dstY1 - translatedPos.y - 1: translatedPos.y; return translatedPos; } AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(Source, translate(p), 0); return res; } AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(Source, translate(p), 1); return res; } AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(Source, translate(p), 2); return res; } #include "ffx_fsr1.h" float insideBox(vec2 v) { vec2 s = step(bLeft, v) - step(tRight, v); return s.x * s.y; } void CurrFilter(AU2 pos) { if((insideBox(vec2(pos.x, pos.y))) == 0) { imageStore(imgOutput, ASU2(pos.x, pos.y), AF4(0,0,0,1)); return; } AF3 c; FsrEasuF(c, AU2(pos.x - bLeft.x, pos.y - bLeft.y), con0, con1, con2, con3); imageStore(imgOutput, ASU2(translateDest(pos)), AF4(c, 1)); } void main() { srcW = abs(srcX1 - srcX0); srcH = abs(srcY1 - srcY0); dstW = abs(dstX1 - dstX0); dstH = abs(dstY1 - dstY0); AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); setBounds(vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1), vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0)); // Upscaling FsrEasuCon(con0, con1, con2, con3, srcW, srcH, // Viewport size (top left aligned) in the input image which is to be scaled. srcW, srcH, // The size of the input image. dstW, dstH); // The output resolution. CurrFilter(gxy); gxy.x += 8u; CurrFilter(gxy); gxy.y += 8u; CurrFilter(gxy); gxy.x -= 8u; CurrFilter(gxy); }