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https://github.com/italicsjenga/slang-shaders.git
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70 lines
2.4 KiB
Plaintext
70 lines
2.4 KiB
Plaintext
#version 450
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// Created by inigo quilez - iq/2014
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// modified for slang border shader by hunterk
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float box_scale;
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float location_x;
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float location_y;
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float in_res_x;
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float in_res_y;
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float border_on_top;
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float border_zoom_x;
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float border_zoom_y;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter box_scale "Image Scale" 4.0 1.0 10.0 1.0
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#pragma parameter location_x "Viewport X Pos." 0.5 0.0 1.0 0.05
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#pragma parameter location_y "Viewport Y Pos." 0.5 0.0 1.0 0.05
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#pragma parameter in_res_x "Viewport Size X" 320.0 100.0 600.0 1.0
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#pragma parameter in_res_y "Viewport Size Y" 240.0 64.0 512.0 1.0
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#pragma parameter border_on_top "Show Viewport" 1.0 0.0 1.0 1.0
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#pragma parameter border_zoom_x "Border Zoom X" 1.0 0.0 4.0 0.01
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#pragma parameter border_zoom_y "Border Zoom Y" 1.0 0.0 4.0 0.01
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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 screen_coord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 corrected_size = vec2(params.in_res_x, params.in_res_y);
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vec2 scale = (params.OutputSize.xy / corrected_size) / params.box_scale;
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vec2 middle = vec2(params.location_x, params.location_y);
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vec2 diff = TexCoord.xy - middle;
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screen_coord = middle + diff * scale;
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middle = vec2(0.4999, 0.4999);
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vTexCoord = middle + diff * vec2(params.border_zoom_x, params.border_zoom_y);
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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 screen_coord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D BORDER;
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void main()
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{
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vec4 screen = texture(Source, screen_coord); //the main video screen
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vec4 background = vec4(texture(BORDER, vTexCoord)); //put your background function's output here
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if ( screen_coord.x < 0.9999 && screen_coord.x > 0.0001 && screen_coord.y < 0.9999 && screen_coord.y > 0.0001 && params.border_on_top > 0.5 )
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background.a *= 0.0;
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FragColor = vec4(mix(screen, background, background.a));
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} |