#version 450 /* print-resolution-text-apply.slang Takes the output of the text generate pass and applies it on top of the image */ #pragma name TextApplyPass layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float PRINT_RESOLUTION_TEXT_ON; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter PRINT_RESOLUTION_TEXT_TITLE "[ PRINT RESOLUTION TEXT ]" 0 0 0.001 0.001 #pragma parameter PRINT_RESOLUTION_TEXT_ON " Show Resolution Text" 1 0 1 1 float PRINT_RESOLUTION_TEXT_ON = params.PRINT_RESOLUTION_TEXT_ON; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D TextGeneratePass; /* Composite one image over top another using the alpha to blend * It is expected that the input colors have been already premultiplied * which means their rgb has already been multiplied by their alpha */ vec4 PreMultAlphaBlend(vec4 color_under, vec4 color_over) { vec4 out_color = vec4(color_over.rgb + (color_under.rgb * (1 - color_over.a)), clamp(color_under.a + color_over.a, 0, 1)); return out_color; } void main() { vec4 in_pass_color = texture(TextGeneratePass, vTexCoord); FragColor = in_pass_color; //////// Draw text to show resolutions ////////// if (PRINT_RESOLUTION_TEXT_ON == 1 && vTexCoord.x > params.OutputSize.z * 2 && vTexCoord.y > params.OutputSize.w * 2) { vec2 ps = params.OutputSize.zw; vec4 text_rgba = vec4(FragColor.a); text_rgba.rgb *= vec3(1, 1, 0); text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 0)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, 1)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 1)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 1)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 0)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, -1)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, -1)).a; text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, -1)).a; text_rgba = clamp(text_rgba, 0, 1); FragColor.rgb = PreMultAlphaBlend(FragColor, text_rgba).rgb; } return; }