#version 450 // DS Hybrid View // by hunterk // license: public domain // // This shader requires 16:9 aspect ratio // and integer scaling OFF layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float screen_toggle; float aspect_correction; float filter_small; } params; #pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5 #pragma parameter aspect_correction "Aspect Correction" 1.0 0.5 5.0 0.01 #pragma parameter filter_small "Filter Small Screen" 1.0 0.0 1.0 1.0 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() { vec2 video_scale = floor(params.SourceSize.zw * params.OutputSize.xy); vec2 integer_scale = video_scale * params.SourceSize.xy; gl_Position = (global.MVP * Position); vTexCoord = TexCoord * 1.00001; vTexCoord *= vec2(1.333,0.5); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float video_scale; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Original; layout(set = 0, binding = 3) uniform sampler2D Source; void main() { vec2 bigCoord = vTexCoord + vec2(0., 0. + params.screen_toggle); vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., 0.); FragColor = texture(Source, bigCoord); FragColor += (params.filter_small > 0.5) ? texture(Source, smallCoord) : texture(Original, smallCoord); }