eden/.patch/snapdragon_gsr/0001-glslang-fix.patch

62 lines
2.6 KiB
Diff

diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..69927af 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -1,4 +1,4 @@
-#version 300 es
+#version 320 es
//============================================================================================================
//
@@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
{
- int mode = OperationMode;
- float edgeThreshold = EdgeThreshold;
- float edgeSharpness = EdgeSharpness;
+ const int mode = OperationMode;
+ const float edgeThreshold = EdgeThreshold;
+ const float edgeSharpness = EdgeSharpness;
vec4 color;
if(mode == 1)
@@ -93,10 +93,10 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index d2df646..1f1daa6 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -1,4 +1,4 @@
-#version 300 es
+#version 320 es
//============================================================================================================
//
@@ -124,10 +124,10 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);