mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
139 lines
4.2 KiB
Plaintext
139 lines
4.2 KiB
Plaintext
|
#version 450
|
||
|
#include "config.inc"
|
||
|
#define eps 1e-8
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
layout(location = 1) out vec2 vTexCoord_zoom;
|
||
|
|
||
|
#include "functions.include.slang"
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
vTexCoord_zoom = TexCoord;
|
||
|
if (DO_BEZEL==1.0 && BEZEL_INNER_ZOOM !=0.0) vTexCoord_zoom = zoomout_coords(TexCoord, -BEZEL_INNER_ZOOM , 1.0);
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in vec2 vTexCoord_zoom;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Original;
|
||
|
layout(set = 0, binding = 3) uniform sampler2D main_pass;
|
||
|
layout(set = 0, binding = 4) uniform sampler2D isrotated_pass;
|
||
|
|
||
|
|
||
|
|
||
|
bool border_updown(){
|
||
|
//Return if black bars are up and down or left and right.
|
||
|
//Why this one work?
|
||
|
return ((params.OriginalSize.x > params.OriginalSize.y) && (global.main_passSize.x < global.main_passSize.y )) ||
|
||
|
(params.OriginalSize.x < params.OriginalSize.y) && (global.main_passSize.x > global.main_passSize.y ) ;
|
||
|
}
|
||
|
|
||
|
vec3 main_wrap(){
|
||
|
|
||
|
float myborder = 0.025; //20% border to be displaced
|
||
|
vec2 newcoords = vTexCoord_zoom;
|
||
|
vec3 pixel_out;
|
||
|
float mydiv;
|
||
|
float myoffset;
|
||
|
|
||
|
if (!border_updown()) {
|
||
|
mydiv = vTexCoord.x / myborder;
|
||
|
myoffset = (1.0-myborder) * floor(mydiv);
|
||
|
|
||
|
if (vTexCoord.x < 0.5)
|
||
|
newcoords.x = newcoords.x - ( myborder * floor(mydiv) ) ;
|
||
|
else
|
||
|
newcoords.x = (1 - myborder) + ( newcoords.x - (myborder*floor(mydiv)) ) ;
|
||
|
|
||
|
return texture(Original, newcoords).rgb;
|
||
|
}
|
||
|
|
||
|
//Is rotated
|
||
|
mydiv = vTexCoord.y / myborder;
|
||
|
myoffset = (1.0-myborder) * floor(mydiv);
|
||
|
|
||
|
if (vTexCoord.y < 0.5)
|
||
|
newcoords.y = newcoords.y - ( myborder * floor(mydiv) ) ;
|
||
|
else
|
||
|
newcoords.y = (1 - myborder) + ( newcoords.y - (myborder*floor(mydiv)) ) ;
|
||
|
return texture(Original, newcoords).rgb;
|
||
|
|
||
|
|
||
|
}
|
||
|
#include "functions.include.slang"
|
||
|
float mborder(vec2 coord,float aspect,float corner_size, float corner_smooth) {
|
||
|
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
|
||
|
coord = min(coord, vec2(1.0) - coord) * aspect;
|
||
|
vec2 cdist = vec2(corner_size);
|
||
|
coord = (cdist - min(coord, cdist));
|
||
|
float dist = sqrt(dot(coord, coord));
|
||
|
return clamp((cdist.x - dist)*corner_smooth, 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
|
||
|
vec2 bget_scaled_coords(vec2 pTexCoord, vec4 destsize){
|
||
|
if (!border_needed()) return pTexCoord;
|
||
|
//else
|
||
|
float scale_x = 1.0;
|
||
|
float scale_y = 1.0;
|
||
|
float offset_x = 0.0 ;
|
||
|
float offset_y = 0.0 ;
|
||
|
float in_aspect = get_in_aspect();
|
||
|
if (is_rotated()) {
|
||
|
//scale_y = params.OutputSize.y/(params.OutputSize.x / in_aspect );
|
||
|
//scale_y = global.FinalViewportSize.y/(global.FinalViewportSize.x / in_aspect );
|
||
|
scale_y = destsize.y/(destsize.x / in_aspect );
|
||
|
offset_y = (0.5 * scale_y ) - 0.5 ;
|
||
|
} else {
|
||
|
//scale_x = params.OutputSize.x/(params.OutputSize.y * in_aspect);
|
||
|
//scale_x = global.FinalViewportSize.x/(global.FinalViewportSize.y * in_aspect);
|
||
|
scale_x = destsize.x/(destsize.y * in_aspect);
|
||
|
offset_x = (0.5 * scale_x ) - 0.5 ;
|
||
|
}
|
||
|
|
||
|
vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
|
||
|
return scale_coord;
|
||
|
}
|
||
|
|
||
|
|
||
|
void main() {
|
||
|
if (DO_AMBILIGHT != 1.0) return;
|
||
|
//bool is_rotated = texture(isrotated_pass,vec2(0.5,0.5)).r > 0.5;
|
||
|
|
||
|
|
||
|
//Disegna un rettangolo sul gioco.
|
||
|
//samplo main_pass per riferimento.
|
||
|
vec4 pixel_Original = texture(Original,vTexCoord);
|
||
|
|
||
|
FragColor = pixel_Original;
|
||
|
|
||
|
/*
|
||
|
float dist = 1-length(vTexCoord-0.5);
|
||
|
|
||
|
FragColor = vec4(main_wrap(),1.0);
|
||
|
|
||
|
float corner_size = 0.25;
|
||
|
float corner_smooth = 4.0;
|
||
|
float zoom = 0.4;
|
||
|
vec2 co = get_scaled_coords(zoomout_coords(vTexCoord, -zoom , 1.0),global.FinalViewportSize);
|
||
|
float ss=pow(mborder(co,1.0,corner_size, corner_smooth),2.0);
|
||
|
|
||
|
//ss = ss * smoothstep(shade_end,shade_start, vTexCoord.x);
|
||
|
|
||
|
FragColor = vec4(ss);
|
||
|
|
||
|
|
||
|
vec2 ccords = get_scaled_coords(vTexCoord,global.FinalViewportSize);
|
||
|
ccords = zoomout_coords(ccords,-BEZEL_INNER_ZOOM,1.0);
|
||
|
//FragColor = texture(Original,ccords)*ss;
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|