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add actual gb-pass-5 port
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52
handheld/console-border/shader-files/gb-pass-5.slang
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52
handheld/console-border/shader-files/gb-pass-5.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 SourceSize;
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float SCALE;
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float OUT_X;
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float OUT_Y;
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} params;
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#pragma parameter SCALE "Box Scale" 0.6667 0.6667 1.5 0.33333
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#pragma parameter OUT_X "Out X" 1600.0 1600.0 4800.0 8000.0
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#pragma parameter OUT_Y "Out Y" 800.0 800.0 2400.0 400.0
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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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layout(location = 1) out vec2 tex_border;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / params.SCALE;
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vec2 middle = 0.5;
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vec2 diff = TexCoord.xy - middle;
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vTexCoord = middle + diff * scale;
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middle = vec2(0.5, 0.5);
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vec2 dist = TexCoord - middle;
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tex_border = middle + dist * params.OutputSize.xy / vec2(params.OUT_X, params.OUT_Y);
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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 vec2 tex_border;
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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 = 3) uniform sampler2D BORDER;
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void main()
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{
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vec4 frame = texture(Source, vTexCoord).rgba;
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vec4 border = texture(BORDER, tex_border).rgba;
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FragColor = vec4(mix(frame, border, border.a));
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}
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