#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord 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 = TexCoord * 1.00001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float Overscan(float pos, float dy){ pos=pos*2.0-1.0; pos*=dy; return pos*0.5+0.5; } void main() { float sm_tate = COMPAT_TEXTURE(Source, vec2(0.5)).a; float ratio = 1.0; vec2 tex = TEX0.xy; vec3 color = vec3(0.0); if (sm_tate < 0.5) { ratio = 1.0/3.0; tex.y = tex.y / ratio; color = COMPAT_TEXTURE(Source, tex).rgb; } else { ratio = (1.0/3.0) * params.SourceSize.x / params.SourceSize.y; tex = tex.yx; tex.x = tex.x / ratio; tex.y = Overscan(tex.y, params.SourceSize.x / params.SourceSize.y); color = COMPAT_TEXTURE(Source, tex).rgb; } FragColor = vec4(color,ratio); }