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