#version 450 /////////////////////////////////////////////////////////////////////////// // // // Copyright (C) 2017 - Brad Parker // // // // This program is free software: you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation, either version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // // // /////////////////////////////////////////////////////////////////////////// layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; // Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) #define video_scale floor(params.OutputSize.y * params.SourceSize.w) // Size of the scaled video //#define scaled_video_out (params.SourceSize.xy * vec2(video_scale)) //it's... half a pixel #define half_pixel (vec2(0.5) * params.OutputSize.zw) #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 dot_size; layout(location = 2) out vec2 one_texel; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vec2 scaled_video_out = (params.SourceSize.xy * vec2(video_scale)); dot_size = params.SourceSize.zw; one_texel = 1.0 / (params.SourceSize.xy * video_scale); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 dot_size; layout(location = 2) in vec2 one_texel; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D MASK; #define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001)) #define curr_rgb texture(Source, vTexCoord) #define mask_rgb texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize)) void main() { FragColor = mask_rgb * curr_rgb; }