33 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| #extension GL_QCOM_image_processing : require
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| 
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| precision highp float;
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| 
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| // fragment shader inputs and outputs
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| layout (location = 0) in vec4 v_texcoord;
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| 
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| layout (location = 0) out vec4 fragColor;
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| 
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| // fragment shader resources
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| layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
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| layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
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| layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
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| layout(set = 0, binding = 3) uniform sampler samp;
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| layout(set = 0, binding = 4) uniform sampler2D tex_samp;
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| 
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| void main()
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| {
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| 
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|     vec2 boxSize = vec2(2.5, 4.5);
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|     fragColor = textureBoxFilterQCOM(
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|                     sampler2D(tex2D_src1, samp),                   // source texture
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|                     v_texcoord.xy,                                 // tex coords
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|                     boxSize);                                      // box size
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|     fragColor = textureBoxFilterQCOM(
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|                     tex_samp,                                      // combined source texture
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|                     v_texcoord.xy,                                 // tex coords
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|                     boxSize);                                      // box size
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| 
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| }
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| 
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