diff options
Diffstat (limited to 'src')
3 files changed, 30 insertions, 30 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq2x.sc b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq2x.sc index 66bd69f253e..38f81111567 100644 --- a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq2x.sc +++ b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq2x.sc @@ -43,17 +43,17 @@ void main() vec4 p3 = texture2D(decal, v_texcoord0 + vec2(dx, 0) * quad); vec4 p4 = texture2D(decal, v_texcoord0 + vec2(0, dy) * quad); - vec3 w1 = mul(yuv, texture2D(decal, v_texcoord1.xw).rgb); - vec3 w2 = mul(yuv, texture2D(decal, v_texcoord1.yw).rgb); - vec3 w3 = mul(yuv, texture2D(decal, v_texcoord1.zw).rgb); + vec3 w1 = instMul(texture2D(decal, v_texcoord1.xw).rgb, yuv); + vec3 w2 = instMul(texture2D(decal, v_texcoord1.yw).rgb, yuv); + vec3 w3 = instMul(texture2D(decal, v_texcoord1.zw).rgb, yuv); - vec3 w4 = mul(yuv, texture2D(decal, v_texcoord2.xw).rgb); - vec3 w5 = mul(yuv, p1.rgb); - vec3 w6 = mul(yuv, texture2D(decal, v_texcoord2.zw).rgb); + vec3 w4 = instMul(texture2D(decal, v_texcoord2.xw).rgb, yuv); + vec3 w5 = instMul(p1.rgb, yuv); + vec3 w6 = instMul(texture2D(decal, v_texcoord2.zw).rgb, yuv); - vec3 w7 = mul(yuv, texture2D(decal, v_texcoord3.xw).rgb); - vec3 w8 = mul(yuv, texture2D(decal, v_texcoord3.yw).rgb); - vec3 w9 = mul(yuv, texture2D(decal, v_texcoord3.zw).rgb); + vec3 w7 = instMul(texture2D(decal, v_texcoord3.xw).rgb, yuv); + vec3 w8 = instMul(texture2D(decal, v_texcoord3.yw).rgb, yuv); + vec3 w9 = instMul(texture2D(decal, v_texcoord3.zw).rgb, yuv); mat3 pattern = mat3(diff(w5, w1), diff(w5, w2), diff(w5, w3), diff(w5, w4), 0.0, diff(w5, w6), diff(w5, w7), diff(w5, w8), diff(w5, w9)); vec4 cross = vec4(diff(w4, w2), diff(w2, w6), diff(w8, w4), diff(w6, w8)); @@ -69,7 +69,7 @@ void main() vec4 weights = texture2D(LUT, index * step + offset); float sum = dot(weights, vec4(1.0, 1.0, 1.0, 1.0)); mat4 transposed = mat4(vec4(p1.x, p2.x, p3.x, p4.x), vec4(p1.y, p2.y, p3.y, p4.y), vec4(p1.z, p2.z, p3.z, p4.z), vec4(p1.w, p2.w, p3.w, p4.w)); - vec4 res = mul(transposed, weights / vec4(sum, sum, sum, sum)); + vec4 res = instMul(weights / vec4(sum, sum, sum, sum), transposed); gl_FragColor = vec4(res.rgb, 1.0); } diff --git a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq3x.sc b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq3x.sc index 8e0f46a80f1..a29c2c00da8 100644 --- a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq3x.sc +++ b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq3x.sc @@ -43,17 +43,17 @@ void main() vec4 p3 = texture2D(decal, v_texcoord0 + vec2(dx, 0) * quad); vec4 p4 = texture2D(decal, v_texcoord0 + vec2(0, dy) * quad); - vec3 w1 = mul(yuv, texture2D(decal, v_texcoord1.xw).rgb); - vec3 w2 = mul(yuv, texture2D(decal, v_texcoord1.yw).rgb); - vec3 w3 = mul(yuv, texture2D(decal, v_texcoord1.zw).rgb); + vec3 w1 = instMul(texture2D(decal, v_texcoord1.xw).rgb, yuv); + vec3 w2 = instMul(texture2D(decal, v_texcoord1.yw).rgb, yuv); + vec3 w3 = instMul(texture2D(decal, v_texcoord1.zw).rgb, yuv); - vec3 w4 = mul(yuv, texture2D(decal, v_texcoord2.xw).rgb); - vec3 w5 = mul(yuv, p1.rgb); - vec3 w6 = mul(yuv, texture2D(decal, v_texcoord2.zw).rgb); + vec3 w4 = instMul(texture2D(decal, v_texcoord2.xw).rgb, yuv); + vec3 w5 = instMul(p1.rgb, yuv); + vec3 w6 = instMul(texture2D(decal, v_texcoord2.zw).rgb, yuv); - vec3 w7 = mul(yuv, texture2D(decal, v_texcoord3.xw).rgb); - vec3 w8 = mul(yuv, texture2D(decal, v_texcoord3.yw).rgb); - vec3 w9 = mul(yuv, texture2D(decal, v_texcoord3.zw).rgb); + vec3 w7 = instMul(texture2D(decal, v_texcoord3.xw).rgb, yuv); + vec3 w8 = instMul(texture2D(decal, v_texcoord3.yw).rgb, yuv); + vec3 w9 = instMul(texture2D(decal, v_texcoord3.zw).rgb, yuv); mat3 pattern = mat3(diff(w5, w1), diff(w5, w2), diff(w5, w3), diff(w5, w4), 0.0, diff(w5, w6), diff(w5, w7), diff(w5, w8), diff(w5, w9)); vec4 cross = vec4(diff(w4, w2), diff(w2, w6), diff(w8, w4), diff(w6, w8)); @@ -69,7 +69,7 @@ void main() vec4 weights = texture2D(LUT, index * step + offset); float sum = dot(weights, vec4(1.0, 1.0, 1.0, 1.0)); mat4 transposed = mat4(vec4(p1.x, p2.x, p3.x, p4.x), vec4(p1.y, p2.y, p3.y, p4.y), vec4(p1.z, p2.z, p3.z, p4.z), vec4(p1.w, p2.w, p3.w, p4.w)); - vec4 res = mul(transposed, weights / vec4(sum, sum, sum, sum)); + vec4 res = instMul(weights / vec4(sum, sum, sum, sum), transposed); gl_FragColor = vec4(res.rgb, 1.0); } diff --git a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq4x.sc b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq4x.sc index 8e769bee46c..e6c0e1c2aaa 100644 --- a/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq4x.sc +++ b/src/osd/modules/render/bgfx/shaders/chains/hqx/fs_hq4x.sc @@ -43,17 +43,17 @@ void main() vec4 p3 = texture2D(decal, v_texcoord0 + vec2(dx, 0) * quad); vec4 p4 = texture2D(decal, v_texcoord0 + vec2(0, dy) * quad); - vec3 w1 = mul(yuv, texture2D(decal, v_texcoord1.xw).rgb); - vec3 w2 = mul(yuv, texture2D(decal, v_texcoord1.yw).rgb); - vec3 w3 = mul(yuv, texture2D(decal, v_texcoord1.zw).rgb); + vec3 w1 = instMul(texture2D(decal, v_texcoord1.xw).rgb, yuv); + vec3 w2 = instMul(texture2D(decal, v_texcoord1.yw).rgb, yuv); + vec3 w3 = instMul(texture2D(decal, v_texcoord1.zw).rgb, yuv); - vec3 w4 = mul(yuv, texture2D(decal, v_texcoord2.xw).rgb); - vec3 w5 = mul(yuv, p1.rgb); - vec3 w6 = mul(yuv, texture2D(decal, v_texcoord2.zw).rgb); + vec3 w4 = instMul(texture2D(decal, v_texcoord2.xw).rgb, yuv); + vec3 w5 = instMul(p1.rgb, yuv); + vec3 w6 = instMul(texture2D(decal, v_texcoord2.zw).rgb, yuv); - vec3 w7 = mul(yuv, texture2D(decal, v_texcoord3.xw).rgb); - vec3 w8 = mul(yuv, texture2D(decal, v_texcoord3.yw).rgb); - vec3 w9 = mul(yuv, texture2D(decal, v_texcoord3.zw).rgb); + vec3 w7 = instMul(texture2D(decal, v_texcoord3.xw).rgb, yuv); + vec3 w8 = instMul(texture2D(decal, v_texcoord3.yw).rgb, yuv); + vec3 w9 = instMul(texture2D(decal, v_texcoord3.zw).rgb, yuv); mat3 pattern = mat3(diff(w5, w1), diff(w5, w2), diff(w5, w3), diff(w5, w4), 0.0, diff(w5, w6), diff(w5, w7), diff(w5, w8), diff(w5, w9)); vec4 cross = vec4(diff(w4, w2), diff(w2, w6), diff(w8, w4), diff(w6, w8)); @@ -69,7 +69,7 @@ void main() vec4 weights = texture2D(LUT, index * step + offset); float sum = dot(weights, vec4(1.0, 1.0, 1.0, 1.0)); mat4 transposed = mat4(vec4(p1.x, p2.x, p3.x, p4.x), vec4(p1.y, p2.y, p3.y, p4.y), vec4(p1.z, p2.z, p3.z, p4.z), vec4(p1.w, p2.w, p3.w, p4.w)); - vec4 res = mul(transposed, weights / vec4(sum, sum, sum, sum)); + vec4 res = instMul(weights / vec4(sum, sum, sum, sum), transposed); gl_FragColor = vec4(res.rgb, 1.0); } |