slang-shaders/crt/shaders/crt-maximus-royale/src/resize.slang

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-maximus-royale: A fully customizable extension for crt-royale shader,
// inside a TV / MONITOR BOX with backlight and some other cool stuff.
// Copyright (C) 2022 DigiDwrf
//
// 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 2 of the License, or 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, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
layout(push_constant) uniform Push
{
float Xscale;
float Yscale;
float crtFrame;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter Xscale "Horizontal Scale %" 100.0 75.0 150.0 0.1
#pragma parameter Yscale "Vertical Scale %" 100.0 75.0 150.0 0.1
#pragma parameter crtFrame "CRT Frame" 1.0 1.0 4.0 1.0
#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;
vec2 center = TexCoord.xy - 0.5;
vec2 resizeCoord = vec2(params.Xscale,params.Yscale) * 0.01;
float resizeFactor = 1.0;
if (params.crtFrame == 3.0) resizeFactor = 0.835;
if (params.crtFrame == 4.0)
{
resizeCoord *= vec2(1.0,0.985);
resizeFactor = 0.92;
}
vTexCoord = 0.5 + center / resizeCoord / resizeFactor;
}
#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()
{
FragColor = texture(Source, vTexCoord).rgba;
}