slang-shaders/handheld/console-border/shader-files/gb-pass-5.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 SourceSize;
float SCALE;
float OUT_X;
float OUT_Y;
} params;
#pragma parameter SCALE "Box Scale" 0.6667 0.6667 1.5 0.33333
#pragma parameter OUT_X "Out X" 1600.0 1600.0 4800.0 8000.0
#pragma parameter OUT_Y "Out Y" 800.0 800.0 2400.0 400.0
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;
layout(location = 1) out vec2 tex_border;
void main()
{
gl_Position = global.MVP * Position;
vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / params.SCALE;
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vec2 middle = vec2(0.5, 0.5);
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vec2 diff = TexCoord.xy - middle;
vTexCoord = middle + diff * scale;
middle = vec2(0.5, 0.5);
vec2 dist = TexCoord - middle;
tex_border = middle + dist * params.OutputSize.xy / vec2(params.OUT_X, params.OUT_Y);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 tex_border;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D BORDER;
void main()
{
vec4 frame = texture(Source, vTexCoord).rgba;
vec4 border = texture(BORDER, tex_border).rgba;
FragColor = vec4(mix(frame, border, border.a));
}