slang-shaders/crt/shaders/crt-yo6/crt-yo6-native-resolution.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out float vU;
layout(location = 1) out float vY;
void main()
{
gl_Position = global.MVP * Position;
vU = TexCoord.x;
vY = (TexCoord.y * params.OutputSize.y) -
round((params.OutputSize.y - params.SourceSize.y) / 2.0);
}
#pragma stage fragment
layout(location = 0) in float vU;
layout(location = 1) in float vY;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float clip0 = (sign(vY) + 1.0) / 2.0;
float clipH = (sign(params.SourceSize.y - vY) + 1.0) / 2.0;
vec3 col = texture(Source, vec2(vU, vY / params.SourceSize.y)).rgb;
FragColor = vec4(clip0 * clipH * col, 1.0);
}