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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
make ds-hybrid-view less stupid and add a scalefx preset
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@ -7,5 +7,7 @@ shader0 = ../sabr/shaders/sabr-v3.0.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 2.0
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alias0 = Ref
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shader1 = shaders/ds-hybrid-view.slang
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filter_linear1 = true
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35
handheld/ds-hybrid-scalefx.slangp
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35
handheld/ds-hybrid-scalefx.slangp
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@ -0,0 +1,35 @@
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// This shader requires 16:9 aspect ratio
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// and integer scaling OFF
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shaders = 6
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shader0 = ../scalefx/shaders/scalefx-pass0.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = ../scalefx/shaders/scalefx-pass1.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = ../scalefx/shaders/scalefx-pass2.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../scalefx/shaders/scalefx-pass3.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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alias4 = Ref
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shader5 = shaders/ds-hybrid-view.slang
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filter_linear5 = true
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@ -29,25 +29,26 @@ layout(std140, set = 0, binding = 0) uniform UBO
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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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layout(location = 1) out float video_scale;
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void main()
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{
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video_scale = floor(params.SourceSize.w * params.OutputSize.y);
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vec2 video_scale = floor(params.SourceSize.zw * params.OutputSize.xy);
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vec2 integer_scale = video_scale * params.SourceSize.xy;
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gl_Position = (global.MVP * Position);
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vTexCoord = TexCoord * (params.OutputSize.xy / vec2(integer_scale)) * vec2(params.aspect_correction, 1.0);
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vTexCoord = TexCoord * 1.00001;
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vTexCoord *= vec2(1.333,0.5);
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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 = 1) in float video_scale;
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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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layout(set = 0, binding = 2) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Source;
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void main()
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{
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vec2 bigCoord = vTexCoord * vec2(0.3570) + vec2(0.0, 0.0 + params.screen_toggle);
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vec2 smallCoord = vTexCoord * vec2(1.05,1.00) + vec2(-2.94, -0.2);
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FragColor = texture(Source, bigCoord) + texture(Source, smallCoord);
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vec2 bigCoord = vTexCoord + vec2(0., 0. + params.screen_toggle);
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vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., 0.);
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FragColor = texture(Source, bigCoord) + texture(Original, smallCoord);
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}
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