slang-shaders/handheld/shaders/ds-hybrid-view.slang

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#version 450
// DS Hybrid View
// by hunterk
// license: public domain
//
// This shader requires 16:9 aspect ratio
// and integer scaling OFF
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float screen_toggle;
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float aspect_correction;
float filter_small;
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} params;
#pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5
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#pragma parameter aspect_correction "Aspect Correction" 1.0 0.5 5.0 0.01
#pragma parameter filter_small "Filter Small Screen" 1.0 0.0 1.0 1.0
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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 vec2 vTexCoord;
void main()
{
vec2 video_scale = floor(params.SourceSize.zw * params.OutputSize.xy);
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vec2 integer_scale = video_scale * params.SourceSize.xy;
gl_Position = (global.MVP * Position);
vTexCoord = TexCoord * 1.00001;
vTexCoord *= vec2(1.333,0.5);
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float video_scale;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Original;
layout(set = 0, binding = 3) uniform sampler2D Source;
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void main()
{
vec2 bigCoord = vTexCoord + vec2(0., 0. + params.screen_toggle);
vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., 0.);
FragColor = texture(Source, bigCoord);
FragColor += (params.filter_small > 0.5) ? texture(Source, smallCoord) : texture(Original, smallCoord);
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}