diff --git a/handheld/console-border/shader-files/gb-pass-5.slang b/handheld/console-border/shader-files/gb-pass-5.slang new file mode 100644 index 0000000..4d157d5 --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass-5.slang @@ -0,0 +1,52 @@ +#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; + vec2 middle = 0.5; + 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)); +}