mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
59 lines
1.2 KiB
Plaintext
59 lines
1.2 KiB
Plaintext
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#version 450
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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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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#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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float Overscan(float pos, float dy){
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pos=pos*2.0-1.0;
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pos*=dy;
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return pos*0.5+0.5;
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}
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void main()
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{
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float sm_tate = COMPAT_TEXTURE(Source, vec2(0.5)).a;
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float ratio = 1.0;
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vec2 tex = TEX0.xy; vec3 color = vec3(0.0);
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if (sm_tate < 0.5) { ratio = 1.0/3.0; tex.y = tex.y / ratio; color = COMPAT_TEXTURE(Source, tex).rgb; }
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else
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{
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ratio = (1.0/3.0) * params.SourceSize.x / params.SourceSize.y;
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tex = tex.yx;
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tex.x = tex.x / ratio;
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tex.y = Overscan(tex.y, params.SourceSize.x / params.SourceSize.y);
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color = COMPAT_TEXTURE(Source, tex).rgb;
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}
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FragColor = vec4(color,ratio);
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}
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