mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Hide garbage in Game Boy borders
This commit is contained in:
parent
aa4a1adbb5
commit
408bcd8ea8
|
@ -6,7 +6,8 @@ layout(push_constant) uniform Push
|
||||||
vec4 OriginalSize;
|
vec4 OriginalSize;
|
||||||
vec4 SourceSize;
|
vec4 SourceSize;
|
||||||
float blending_mode;
|
float blending_mode;
|
||||||
float adjacent_texel_alpha_blending;
|
float adjacent_texel_alpha_blending;
|
||||||
|
float video_scale;
|
||||||
} registers;
|
} registers;
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
@ -65,6 +66,8 @@ layout(location = 8) out vec2 blur_coords_downright;
|
||||||
layout(location = 9) out vec2 blur_coords_downleft;
|
layout(location = 9) out vec2 blur_coords_downleft;
|
||||||
layout(location = 10) out vec2 blur_coords_lower_bound;
|
layout(location = 10) out vec2 blur_coords_lower_bound;
|
||||||
layout(location = 11) out vec2 blur_coords_upper_bound;
|
layout(location = 11) out vec2 blur_coords_upper_bound;
|
||||||
|
layout(location = 12) out vec2 lcd_bounds_upleft;
|
||||||
|
layout(location = 13) out vec2 lcd_bounds_downright;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -83,6 +86,10 @@ void main()
|
||||||
|
|
||||||
blur_coords_lower_bound = vec2(0.0);
|
blur_coords_lower_bound = vec2(0.0);
|
||||||
blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
|
blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
|
||||||
|
|
||||||
|
vec2 half_lcd_size = vec2(0.5) * ((registers.OriginalSize.xy * vec2(registers.video_scale)) / registers.OutputSize.xy);
|
||||||
|
lcd_bounds_upleft = vec2(0.5) - half_lcd_size;
|
||||||
|
lcd_bounds_downright = vec2(0.5) + half_lcd_size;
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
@ -102,6 +109,8 @@ layout(location = 8) in vec2 blur_coords_downright;
|
||||||
layout(location = 9) in vec2 blur_coords_downleft;
|
layout(location = 9) in vec2 blur_coords_downleft;
|
||||||
layout(location = 10) in vec2 blur_coords_lower_bound;
|
layout(location = 10) in vec2 blur_coords_lower_bound;
|
||||||
layout(location = 11) in vec2 blur_coords_upper_bound;
|
layout(location = 11) in vec2 blur_coords_upper_bound;
|
||||||
|
layout(location = 12) in vec2 lcd_bounds_upleft;
|
||||||
|
layout(location = 13) in vec2 lcd_bounds_downright;
|
||||||
layout(location = 0) out vec4 FragColor;
|
layout(location = 0) out vec4 FragColor;
|
||||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
|
|
||||||
|
@ -193,9 +202,17 @@ vec4 blend_all_mode(vec4 out_color)
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 out_color = texture(Source, vTexCoord).rgba;
|
vec4 out_color = texture(Source, vTexCoord).rgba;
|
||||||
|
vec4 blended;
|
||||||
|
|
||||||
if(registers.blending_mode == 1.0)
|
if(registers.blending_mode == 1.0)
|
||||||
FragColor = blend_all_mode(out_color);
|
blended = blend_all_mode(out_color);
|
||||||
else
|
else
|
||||||
FragColor = blend_gap_mode(out_color);
|
blended = blend_gap_mode(out_color);
|
||||||
|
|
||||||
|
if ((vTexCoord.x < lcd_bounds_upleft.x) || (vTexCoord.x > lcd_bounds_downright.x) || (vTexCoord.y < lcd_bounds_upleft.y) || (vTexCoord.y > lcd_bounds_downright.y))
|
||||||
|
{
|
||||||
|
blended = vec4(0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
FragColor = blended;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue