12 vec4 get_heights(highp uvec2
h) {
13 vec2
l = unpackHalf2x16(
h.x);
14 vec2
r = unpackHalf2x16(
h.y);
15 vec2 channels[4] = vec2[4](
16 l, 0.5 * (
l +
r),
r, 0.5 * (
l -
r));
18 for (
int i = 0; i < 4; i++)
19 amps[i] =
dot(channels[i], channels[i]);
21 return 9.0 *
log(amps + 0.0001) - 22.0;
25 uvec2
h = textureLod(sFFT, vTex, 0.0).rg;
static const char * fft_fragment_program_resolve
Definition: fft_fragment_program_resolve.glsl.frag.h:3
#define GLSL_300(src)
Definition: shaders_common.h:11
GLdouble GLdouble GLdouble r
Definition: glext.h:6406
struct passwd out
Definition: missing_libc_functions.c:51
GLenum GLint GLint * precision
Definition: glext.h:8206
sampler2DBase< glm::ivec4 > isampler2D
Definition: sampler.hpp:95
#define log(...)
Definition: spirv_cross.cpp:28
bool l
Definition: connect_wiiupro.c:37
std::shared_ptr< Ope > dot()
Definition: peglib.h:1603
GLuint in
Definition: glext.h:10523
int main(int argc, char *argv[])
Definition: send-presence.c:197
sampler2DBase< glm::uvec4 > usampler2D
Definition: sampler.hpp:96
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:8390
GLint GLint GLsizei GLsizei height
Definition: glext.h:6293