#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 SourceSize; vec4 OriginalSize; float border_texture_scale; } params; #pragma parameter border_texture_scale "Border Scale" 4.0 1.0 20.0 0.005 vec2 middle = vec2(0.5, 0.5); vec2 screen_ratio = params.OutputSize.xy * params.SourceSize.zw; vec2 border_scale = vec2(3200, 1600) * (params.SourceSize.y / params.OriginalSize.y) / params.border_texture_scale; 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 tex_border; void main() { gl_Position = global.MVP * Position; vec2 diff = TexCoord.xy - middle; vTexCoord = middle + diff * screen_ratio; tex_border = middle + diff * params.OutputSize.xy / border_scale; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 tex_border; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D BORDER; void main() { vec4 frame = texture(Source, vTexCoord).rgba; vec4 border = texture(BORDER, tex_border).rgba; FragColor = vec4(mix(frame, border, border.a)); }