#version 450 // BigBlur by hunterk // license: public domain 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 OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; } params; #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 OS_MASK_TOP "OS Mask Top" 0.0 0.0 1.0 0.01 #pragma parameter OS_MASK_BOTTOM "OS Mask Bottom" 0.0 0.0 1.0 0.01 #pragma parameter OS_MASK_LEFT "OS Mask Left" 0.0 0.0 1.0 0.01 #pragma parameter OS_MASK_RIGHT "OS Mask Right" 0.0 0.0 1.0 0.01 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 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); vec2 dist = vTexCoord - middle; vTexCoord = TexCoord * 0.25 * vec2(1.35, 1.0); } #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 Reference; void main() { vec4 screen = texture(Reference, screen_coord); //the main video screen vec4 background = texture(Source, vTexCoord + vec2(0.33, 0.40)); //put your background function's output here if ( screen_coord.x < 0.9999 - params.OS_MASK_RIGHT && screen_coord.x > 0.0001 + params.OS_MASK_LEFT && screen_coord.y < 0.9999 - params.OS_MASK_BOTTOM && screen_coord.y > 0.0001 + params.OS_MASK_TOP && params.border_on_top > 0.5 ) background.a *= 0.0; FragColor = vec4(mix(screen, background, background.a)); }