From d4b918338e35a6abe420b93ff5176903285f1d49 Mon Sep 17 00:00:00 2001 From: hunterk Date: Sat, 13 Aug 2016 19:24:41 -0500 Subject: [PATCH] add straight port of console-border last pass --- .../shader-files/gb-pass-5.slang | 70 +++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100644 handheld/console-border/shader-files/gb-pass-5.slang 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..b344a03 --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass-5.slang @@ -0,0 +1,70 @@ +#version 450 + +// Created by inigo quilez - iq/2014 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. +// modified for slang border shader by hunterk + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; + float box_scale; + float location_x; + float location_y; + float in_res_x; + float in_res_y; + float border_on_top; + float border_zoom_x; + float border_zoom_y; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter box_scale "Image Scale" 4.0 1.0 10.0 1.0 +#pragma parameter location_x "Viewport X Pos." 0.5 0.0 1.0 0.05 +#pragma parameter location_y "Viewport Y Pos." 0.5 0.0 1.0 0.05 +#pragma parameter in_res_x "Viewport Size X" 320.0 100.0 600.0 1.0 +#pragma parameter in_res_y "Viewport Size Y" 240.0 64.0 512.0 1.0 +#pragma parameter border_on_top "Show Viewport" 1.0 0.0 1.0 1.0 +#pragma parameter border_zoom_x "Border Zoom X" 1.0 0.0 4.0 0.01 +#pragma parameter border_zoom_y "Border Zoom Y" 1.0 0.0 4.0 0.01 + +#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 screen_coord; + +void main() +{ + gl_Position = global.MVP * Position; + vec2 corrected_size = vec2(params.in_res_x, params.in_res_y); + vec2 scale = (params.OutputSize.xy / corrected_size) / params.box_scale; + vec2 middle = vec2(params.location_x, params.location_y); + vec2 diff = TexCoord.xy - middle; + screen_coord = middle + diff * scale; + middle = vec2(0.4999, 0.4999); + vTexCoord = middle + diff * vec2(params.border_zoom_x, params.border_zoom_y); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 screen_coord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D Original; +layout(set = 0, binding = 4) uniform sampler2D BORDER; + +void main() +{ +vec4 screen = texture(Source, screen_coord); //the main video screen +vec4 background = vec4(texture(BORDER, vTexCoord)); //put your background function's output here +if ( screen_coord.x < 0.9999 && screen_coord.x > 0.0001 && screen_coord.y < 0.9999 && screen_coord.y > 0.0001 && params.border_on_top > 0.5 ) +background.a *= 0.0; + FragColor = vec4(mix(screen, background, background.a)); +}