mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
77b6ca6bed
* Implement average fill * Implement corner blend modes * Add copyright; Change defaults; Add some polish * Add settings delimiter * Fix settings name
38 lines
997 B
Plaintext
38 lines
997 B
Plaintext
// See compose.slang for copyright and other information.
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layout(push_constant) uniform Push {
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vec4 InputSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float OS_CROP_TOP;
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float OS_CROP_BOTTOM;
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float OS_CROP_LEFT;
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float OS_CROP_RIGHT;
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float SAMPLE_SIZE;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord =
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mix(vec2(EFF_CROP_LEFT, EFF_CROP_TOP) * param.InputSize.zw,
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1.0 - vec2(EFF_CROP_RIGHT, EFF_CROP_BOTTOM) * param.InputSize.zw,
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TexCoord);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Input;
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void main() { FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0); }
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