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https://github.com/italicsjenga/slang-shaders.git
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76 lines
2.9 KiB
Plaintext
76 lines
2.9 KiB
Plaintext
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#version 450
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///////////////////////////////////////////////////////////////////////////
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// //
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// Copyright (C) 2017 - Brad Parker //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
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#define video_scale floor(params.OutputSize.y * params.SourceSize.w)
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// Size of the scaled video
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//#define scaled_video_out (params.SourceSize.xy * vec2(video_scale))
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//it's... half a pixel
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#define half_pixel (vec2(0.5) * params.OutputSize.zw)
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 dot_size;
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layout(location = 2) out vec2 one_texel;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 scaled_video_out = (params.SourceSize.xy * vec2(video_scale));
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dot_size = params.SourceSize.zw;
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one_texel = 1.0 / (params.SourceSize.xy * video_scale);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 dot_size;
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layout(location = 2) in vec2 one_texel;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D MASK;
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#define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001))
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#define curr_rgb texture(Source, vTexCoord)
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#define mask_rgb texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize))
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void main()
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{
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FragColor = mask_rgb * curr_rgb;
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}
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