#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 SourceSize; float SCALE; float OUT_X; float OUT_Y; } params; #pragma parameter SCALE "Box Scale" 0.6667 0.6667 1.5 0.33333 #pragma parameter OUT_X "Out X" 1600.0 1600.0 4800.0 8000.0 #pragma parameter OUT_Y "Out Y" 800.0 800.0 2400.0 400.0 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; layout(location = 1) out vec2 tex_border; void main() { gl_Position = global.MVP * Position; vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / params.SCALE; vec2 middle = vec2(0.5, 0.5); vec2 diff = TexCoord.xy - middle; vTexCoord = middle + diff * scale; middle = vec2(0.5, 0.5); vec2 dist = TexCoord - middle; tex_border = middle + dist * params.OutputSize.xy / vec2(params.OUT_X, params.OUT_Y); } #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)); }