From 962c82540c304f909957776908aabcd261f2a7ba Mon Sep 17 00:00:00 2001 From: Liam Date: Mon, 22 Jan 2024 12:40:50 -0500 Subject: nvnflinger/gpu: implement blending --- src/video_core/host_shaders/present_gaussian.frag | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/video_core/host_shaders/present_gaussian.frag') diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag index ad9bb76a4..78edeb9b4 100644 --- a/src/video_core/host_shaders/present_gaussian.frag +++ b/src/video_core/host_shaders/present_gaussian.frag @@ -46,14 +46,14 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { } void main() { - vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; + vec4 base = texture(color_texture, vec2(frag_tex_coord)) * weight[0]; vec2 tex_offset = 1.0f / textureSize(color_texture, 0); // TODO(Blinkhawk): This code can be optimized through shader group instructions. - vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; - vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; - vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb; - vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; - vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); - color = vec4(combination + base, 1.0f); + vec4 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset); + vec4 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset); + vec4 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset); + vec4 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)); + vec4 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); + color = combination + base; } -- cgit v1.2.3