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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 17:31:31 +11:00
Use textureLodOffset. Save some ALU!
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@ -24,15 +24,13 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PI 3.1415926535
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void main()
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void main()
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{
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{
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float u = vTexCoord.x * global.SourceSize.x - 0.5;
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float u = vTexCoord.x * global.SourceSize.x - 0.5;
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float a = fract(u);
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float a = fract(u);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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#define TEX(x, y) textureLod(Source, tex + vec2(x * global.SourceSize.z, 0.0), 0.0).rgb
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec3 i0 = TEX(-1, 0);
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vec3 i0 = TEX(-1, 0);
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vec3 i1 = TEX( 0, 0);
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vec3 i1 = TEX( 0, 0);
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@ -42,7 +42,7 @@ void main()
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tex.y = floor(tex.y) + 0.5;
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tex.y = floor(tex.y) + 0.5;
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tex = tex * global.SourceSize.zw;
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tex = tex * global.SourceSize.zw;
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#define TEX(x, y) textureLod(Source, tex + vec2(0, y * global.SourceSize.w), 0.0).rgb
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec3 l0 = TEX(0, -1);
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vec3 l0 = TEX(0, -1);
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vec3 l1 = TEX(0, 0);
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vec3 l1 = TEX(0, 0);
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vec3 l2 = TEX(0, 1);
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vec3 l2 = TEX(0, 1);
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@ -43,7 +43,7 @@ void main()
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float a = fract(u);
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float a = fract(u);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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#define TEX(x, y) textureLod(Source, tex + vec2(x * global.SourceSize.z, 0.0), 0.0).rgb
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec3 color =
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vec3 color =
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kernel(a + 1.0) * TEX(-1, 0) +
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kernel(a + 1.0) * TEX(-1, 0) +
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