// See compose.slang for copyright and other information. layout(push_constant) uniform Push { vec4 InputSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float OS_CROP_TOP; float OS_CROP_BOTTOM; float OS_CROP_LEFT; float OS_CROP_RIGHT; float SAMPLE_SIZE; } param; 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; void main() { gl_Position = global.MVP * Position; vTexCoord = mix(vec2(EFF_CROP_LEFT, EFF_CROP_TOP) * param.InputSize.zw, 1.0 - vec2(EFF_CROP_RIGHT, EFF_CROP_BOTTOM) * param.InputSize.zw, TexCoord); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Input; void main() { FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0); }