slang-shaders/bezel/Mega_Bezel/shaders/base/add-negative-crop-area.slang

56 lines
1.8 KiB
Plaintext
Raw Permalink Normal View History

2022-06-25 10:06:45 +10:00
#version 450
/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
2022-06-25 10:06:45 +10:00
Incorporates much great feedback from the libretro forum, and thanks
to Hunterk who helped me get started
See more at the libretro forum
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see [http://www.gnu.org/licenses/].
2022-06-25 10:06:45 +10:00
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float NEGATIVE_CROP_EXPAND_MULTIPLIER = global.OutputSize.y / global.SourceSize.y;
float MAX_NEGATIVE_CROP = ((1 - (1 / NEGATIVE_CROP_EXPAND_MULTIPLIER)) / 2);
FragColor = vec4(texture(Source, (vTexCoord - 0.5) / (1 - 2 * MAX_NEGATIVE_CROP) + 0.5).rgb, 1.0);
}