slang-shaders/ntsc/shaders/ntsc-pass1-vertex.inc
2016-07-12 23:38:02 -05:00

22 lines
468 B
C++

#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} 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;
vTexCoord = TexCoord;
vec2 pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize / global.SourceSize.zw);
}