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graphics: Fragment shader optimization (#461)
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078d107c24
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@ -100,14 +100,37 @@ void main(void) {
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// Bi-linear
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// Bi-linear
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 texel_size = 1.0 / source_size;
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pos -= texel_size * 0.5;
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pos -= texel_size * 0.5;
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vec4 c0 = getColorAt(pos);
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vec4 c1 = getColorAt(pos + vec2(texel_size.x, 0));
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highp float x0 = pos.x;
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vec4 c2 = getColorAt(pos + vec2(0, texel_size.y));
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highp float y0 = pos.y;
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vec4 c3 = getColorAt(pos + texel_size);
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highp float x1 = pos.x + texel_size.x;
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highp float y1 = pos.y + texel_size.y;
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vec4 c0 = texture2D(texture, vec2(x0, y0));
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vec4 c1 = texture2D(texture, vec2(x1, y0));
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vec4 c2 = texture2D(texture, vec2(x0, y1));
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vec4 c3 = texture2D(texture, vec2(x1, y1));
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if (x0 < varying_tex_coord_min.x) {
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c0 = vec4(0, 0, 0, 0);
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c2 = vec4(0, 0, 0, 0);
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}
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if (y0 < varying_tex_coord_min.y) {
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c0 = vec4(0, 0, 0, 0);
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c1 = vec4(0, 0, 0, 0);
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}
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if (varying_tex_coord_max.x <= x1) {
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c1 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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if (varying_tex_coord_max.y <= y1) {
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c2 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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float rateX = fract(pos.x * source_size.x);
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float rateX = fract(pos.x * source_size.x);
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float rateY = fract(pos.y * source_size.y);
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float rateY = fract(pos.y * source_size.y);
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color = mix(mix(c0, c1, rateX), mix(c2, c3, rateX), rateY);
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color = mix(mix(c0, c1, rateX), mix(c2, c3, rateX), rateY);
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} else {
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} else {
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// Error
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color = vec4(1, 0, 0, 1);
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color = vec4(1, 0, 0, 1);
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}
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}
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