slang-shaders/handheld/console-border/shader-files/border-auto-scale.slang
2022-10-17 21:31:37 +01:00

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 SourceSize;
vec4 OriginalSize;
float border_texture_scale;
} params;
#pragma parameter border_texture_scale "Border Scale" 4.0 1.0 20.0 0.005
#pragma parameter bogus_scale_instructions "[SCREEN SIZE]: In previous menu->Change lcd-grid scale->Apply" 0.0 0.0 1.0 1.0
vec2 middle = vec2(0.5, 0.5);
vec2 screen_ratio = params.OutputSize.xy * params.SourceSize.zw;
vec2 border_scale = vec2(3200, 1600) * (params.SourceSize.y / params.OriginalSize.y) / params.border_texture_scale;
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 diff = TexCoord.xy - middle;
vTexCoord = middle + diff * screen_ratio;
tex_border = middle + diff * params.OutputSize.xy / border_scale;
}
#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));
}