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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #498 from italicsjenga/master
Hide garbage in Game Boy borders
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commit
a18ec167a3
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@ -7,6 +7,7 @@ layout(push_constant) uniform Push
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vec4 SourceSize;
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vec4 SourceSize;
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float blending_mode;
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float blending_mode;
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float adjacent_texel_alpha_blending;
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float adjacent_texel_alpha_blending;
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float video_scale;
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} registers;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -65,6 +66,8 @@ layout(location = 8) out vec2 blur_coords_downright;
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layout(location = 9) out vec2 blur_coords_downleft;
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layout(location = 9) out vec2 blur_coords_downleft;
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layout(location = 10) out vec2 blur_coords_lower_bound;
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layout(location = 10) out vec2 blur_coords_lower_bound;
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layout(location = 11) out vec2 blur_coords_upper_bound;
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layout(location = 11) out vec2 blur_coords_upper_bound;
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layout(location = 12) out vec2 lcd_bounds_upleft;
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layout(location = 13) out vec2 lcd_bounds_downright;
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void main()
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void main()
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{
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{
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@ -83,6 +86,10 @@ void main()
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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vec2 half_lcd_size = vec2(0.5) * ((registers.OriginalSize.xy * vec2(registers.video_scale)) / registers.OutputSize.xy);
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lcd_bounds_upleft = vec2(0.5) - half_lcd_size;
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lcd_bounds_downright = vec2(0.5) + half_lcd_size;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -102,6 +109,8 @@ layout(location = 8) in vec2 blur_coords_downright;
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layout(location = 9) in vec2 blur_coords_downleft;
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layout(location = 9) in vec2 blur_coords_downleft;
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layout(location = 10) in vec2 blur_coords_lower_bound;
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layout(location = 10) in vec2 blur_coords_lower_bound;
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layout(location = 11) in vec2 blur_coords_upper_bound;
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layout(location = 11) in vec2 blur_coords_upper_bound;
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layout(location = 12) in vec2 lcd_bounds_upleft;
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layout(location = 13) in vec2 lcd_bounds_downright;
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layout(location = 0) out vec4 FragColor;
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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 Source;
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@ -193,9 +202,17 @@ vec4 blend_all_mode(vec4 out_color)
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void main()
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void main()
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{
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{
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vec4 out_color = texture(Source, vTexCoord).rgba;
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vec4 out_color = texture(Source, vTexCoord).rgba;
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vec4 blended;
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if(registers.blending_mode == 1.0)
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if(registers.blending_mode == 1.0)
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FragColor = blend_all_mode(out_color);
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blended = blend_all_mode(out_color);
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else
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else
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FragColor = blend_gap_mode(out_color);
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blended = blend_gap_mode(out_color);
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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))
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{
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blended = vec4(0.0);
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}
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FragColor = blended;
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}
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}
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