mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 12:21:30 +11:00
51 lines
1.2 KiB
Plaintext
51 lines
1.2 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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vec4 u_tex_size0 = params.SourceSize;
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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 v_texcoord0;
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void main()
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{
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gl_Position = global.MVP * Position;
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v_texcoord0 = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 v_texcoord0;
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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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#define s_tex Source
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#define v_color0 vec4(1.,1.,1.,1.)
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void main()
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{
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vec2 Scale = (global.prescale * u_tex_size0.xy) / u_source_dims.xy;
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vec2 TexelDims = v_texcoord0.xy * u_source_dims.xy;
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vec2 i = floor(TexelDims);
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vec2 s = fract(TexelDims);
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// Figure out where in the texel to sample to get the correct pre-scaled bilinear.
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vec2 CenterDistance = s - 0.5;
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vec2 RegionRange = 0.5 - 0.5 / Scale;
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vec2 f = (CenterDistance - clamp(CenterDistance, -RegionRange, RegionRange)) * Scale + 0.5;
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vec2 TexCoord = (i + f) / u_source_dims.xy;
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FragColor = texture(s_tex, TexCoord.xy) * v_color0;
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} |