Major reorg
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@@ -26,8 +26,8 @@
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// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
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layout(set = 3, binding = 0) uniform Uniforms {
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vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
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uint downsample_factor; // 1, 2, 4, 8, or 16
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vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
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uint downsample_factor; // 1, 2, 4, 8, or 16
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uint _pad0;
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};
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@@ -55,13 +55,13 @@ void main() {
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// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
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float off = float(downsample_factor) * 0.25;
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vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
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vec2 uv_tr = (src_block_center + vec2( off, -off)) * inv_source_size;
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vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
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vec2 uv_br = (src_block_center + vec2( off, off)) * inv_source_size;
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vec2 uv_tr = (src_block_center + vec2(off, -off)) * inv_source_size;
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vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
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vec2 uv_br = (src_block_center + vec2(off, off)) * inv_source_size;
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vec4 c = texture(source_tex, uv_tl)
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+ texture(source_tex, uv_tr)
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+ texture(source_tex, uv_bl)
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+ texture(source_tex, uv_br);
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+ texture(source_tex, uv_tr)
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+ texture(source_tex, uv_bl)
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+ texture(source_tex, uv_br);
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out_color = c * 0.25;
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}
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}
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