// See compose.slang for copyright and other information. #include "../../../misc/shaders/scaling.slang" #include "parameters.slang" layout(push_constant) uniform Push { vec4 InputSize; uint Rotation; 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; const vec4 rotated_crop = get_rotated_crop(vec4(param.OS_CROP_TOP, param.OS_CROP_LEFT, param.OS_CROP_BOTTOM, param.OS_CROP_RIGHT), param.Rotation); const vec4 effective_corners = get_effective_corners(rotated_crop, param.InputSize, param.SAMPLE_SIZE); vTexCoord = mix(effective_corners.xy, effective_corners.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); }