#version 450 // DS Hybrid View // by hunterk // additional modifications by Dranyth // license: public domain // // This shader requires 16:9 aspect ratio forced in Video > Scaling // and integer scaling OFF // Set the Screen Layout to top/bottom // A Screen Gap value can be set in the emulator to prevent // effects from bleeding across the division of the two screens // The Screen Gap itself will be compensated for and removed from the final output layout(push_constant) uniform Push { vec4 ds_hybrid_view_refpassSize; vec4 OutputSize; float screen_toggle; float show_both_screens; float filter_small; } params; #pragma parameter bogus_ds_hybrid_view "[ DS Hybrid View Settings ]:" 0.0 0.0 0.0 0.0 #pragma parameter screen_toggle " Large Screen Toggle" 0.0 0.0 1.0 1.0 #pragma parameter show_both_screens " Show Both Small Screens" 1.0 0.0 1.0 1.0 #pragma parameter filter_small " Filter Small Screens" 1.0 0.0 1.0 1.0 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 float ScaledScreenGap; layout(location = 2) out float HalfScaledScreenGap; layout(location = 3) out float VerticalAlignmentAdjustment; void main() { gl_Position = (global.MVP * Position); // screen gap setting increases fb size; modulo at original res to compensate float screen_gap = mod(params.ds_hybrid_view_refpassSize.y, 192.0); ScaledScreenGap = screen_gap * params.ds_hybrid_view_refpassSize.w; HalfScaledScreenGap = (screen_gap * 0.5) * params.ds_hybrid_view_refpassSize.w; VerticalAlignmentAdjustment = -0.25 + ((screen_gap * 0.5) * params.OutputSize.w); vTexCoord = TexCoord * 1.00001; vTexCoord *= vec2(1.333, 0.5 - HalfScaledScreenGap); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float ScaledScreenGap; layout(location = 2) in float HalfScaledScreenGap; layout(location = 3) in float VerticalAlignmentAdjustment; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D ds_hybrid_view_refpass; layout(set = 0, binding = 3) uniform sampler2D Source; vec2 ignoreScreenGap(vec2 coord) { return (coord.y > 0.5 - HalfScaledScreenGap) ? coord + vec2(0., ScaledScreenGap) : coord; } float showWhichScreens(float yCoord) { return (params.show_both_screens > 0.5) ? 1. : ((params.screen_toggle > 0.5) ? ceil((0.5 - HalfScaledScreenGap) - yCoord) : floor((0.5 + HalfScaledScreenGap) + yCoord)); } void main() { vec2 bigCoord = vTexCoord + vec2(0., (params.screen_toggle > 0.5) ? 0.5 + HalfScaledScreenGap : 0.); vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., VerticalAlignmentAdjustment); FragColor = texture(Source, bigCoord); FragColor += ((params.filter_small > 0.5) ? texture(Source, ignoreScreenGap(smallCoord)) : texture(ds_hybrid_view_refpass, ignoreScreenGap(smallCoord))) * vec4(showWhichScreens(smallCoord.y)); }