slang-shaders/border/shaders/average_fill/crop_and_sample_common.slang

38 lines
997 B
Plaintext
Raw Normal View History

// See compose.slang for copyright and other information.
layout(push_constant) uniform Push {
vec4 InputSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float OS_CROP_TOP;
float OS_CROP_BOTTOM;
float OS_CROP_LEFT;
float OS_CROP_RIGHT;
float SAMPLE_SIZE;
}
param;
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() {
gl_Position = global.MVP * Position;
vTexCoord =
mix(vec2(EFF_CROP_LEFT, EFF_CROP_TOP) * param.InputSize.zw,
1.0 - vec2(EFF_CROP_RIGHT, EFF_CROP_BOTTOM) * param.InputSize.zw,
TexCoord);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Input;
void main() { FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0); }