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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Make scaling a single parameter affair on handheld border shaders
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@ -4,14 +4,14 @@ layout(push_constant) uniform Push
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{
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{
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vec4 OutputSize;
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vec4 OutputSize;
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vec4 SourceSize;
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vec4 SourceSize;
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float SCALE;
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float video_scale;
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float OUT_X;
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float OUT_Y;
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} params;
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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 video_scale "Video Scale" 3.0 2.0 20.0 1.0
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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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vec2 middle = vec2(0.5, 0.5);
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vec2 screen_scale = params.OutputSize.xy * params.SourceSize.zw;
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vec2 border_scale = vec2(800, 400) * params.video_scale;
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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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{
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{
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@ -27,14 +27,10 @@ layout(location = 1) out vec2 tex_border;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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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 = vec2(0.5, 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 diff = TexCoord.xy - middle;
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vec2 dist = TexCoord - middle;
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vTexCoord = middle + diff * screen_scale;
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tex_border = middle + dist * params.OutputSize.xy / vec2(params.OUT_X, params.OUT_Y);
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tex_border = middle + diff * params.OutputSize.xy / border_scale;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -33,7 +33,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter response_time "LCD Response Time" 0.20 0.0 0.777 0.111
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#pragma parameter response_time "LCD Response Time" 0.20 0.0 0.777 0.111
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// Set video scale when used in console-border shaders
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// Set video scale when used in console-border shaders
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#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0
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#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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// //
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// //
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