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Directory :  C:/Program Files/PCSX2/resources/shaders/vulkan/

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Current File : C:/Program Files/PCSX2/resources/shaders/vulkan/cas.glsl
#version 460 core
#extension GL_EXT_samplerless_texture_functions : require

// Based on CAS_Shader.glsl
// Copyright(c) 2019 Advanced Micro Devices, Inc.All rights reserved.
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

layout(push_constant) uniform const_buffer
{
    uvec4 const0;
    uvec4 const1;
    ivec2 srcOffset;
};

layout(set=0, binding=0) uniform texture2D imgSrc;
layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
layout(constant_id=0) const int sharpenOnly = 0;

#define A_GPU 1
#define A_GLSL 1

#include "ffx_a.h"

AF3 CasLoad(ASU2 p)
{
    return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
}

// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
// In this case, our input is already linear and between 0 and 1
void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}

#include "ffx_cas.h"

layout(local_size_x=64) in;
void main()
{
    // Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
    AU2 gxy = ARmp8x8(gl_LocalInvocationID.x)+AU2(gl_WorkGroupID.x<<4u,gl_WorkGroupID.y<<4u);

    // Filter.
    AF4 c = vec4(0.0f);
    CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
    imageStore(imgDst, ASU2(gxy), c);
    gxy.x += 8u;

    CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
    imageStore(imgDst, ASU2(gxy), c);
    gxy.y += 8u;

    CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
    imageStore(imgDst, ASU2(gxy), c);
    gxy.x -= 8u;

    CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
    imageStore(imgDst, ASU2(gxy), c);
}

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