mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
56 lines
1.8 KiB
Plaintext
56 lines
1.8 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
|
||
|
Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com
|
||
|
|
||
|
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 <https://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
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);
|
||
|
}
|