#version 450 /* Box Max Shader Automatically scales output to the maximum integer scale possible. Author: Themaister License: Public domain */ layout(std140, set = 0, binding = 0) uniform UBO { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; float min(vec2 x) { if (x.x > x.y) return x.y; else return x.x; } void main() { gl_Position = global.MVP * Position; vec2 box_scale = floor(global.OutputSize.xy / global.SourceSize.xy); box_scale = vec2(min(box_scale), min(box_scale)); vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale; vec2 middle = vec2(0.5); vec2 diff = TexCoord - middle; vTexCoord = middle + diff * scale; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0); }