mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
62 lines
1.6 KiB
Plaintext
62 lines
1.6 KiB
Plaintext
#version 450
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#include "config.inc"
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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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layout(location = 1) out vec2 vCoordsAdapted;
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#include "includes/functions.include.slang"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vCoordsAdapted = vTexCoord;
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//override aspect?
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if (DO_GAME_GEOM_OVERRIDE > 0.5)
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vCoordsAdapted = content_geom_override(vCoordsAdapted, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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vCoordsAdapted = zoomout_coords( vCoordsAdapted, BEZEL_RFL_ZOOM, 1.0);
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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 = 1) in vec2 vCoordsAdapted;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D flick_and_noise_pass;
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layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
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#include "includes/functions.include.slang"
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void main() {
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if (DO_BEZEL == 0.0) return;
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float skip_border = BEZEL_REFL_SKIP_SIZE;
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if (vTexCoord.x > skip_border && vTexCoord.x < 1.0 - skip_border &&
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vTexCoord.y > skip_border && vTexCoord.y < 1.0 - skip_border ) {
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return;
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}
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vec2 coords = vCoordsAdapted;
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if (DO_DYNZOOM == 1.0)
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coords = zoom(coords, get_dyn_zoom(avglum_pass));
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//eventually return black pixel
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if (coords.y < 0.0 || coords.y > 1.0 || coords.x < 0.0 || coords.x > 1.0) {
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FragColor = vec4(0.0);
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return;
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}
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FragColor = texture(flick_and_noise_pass, coords);
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}
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