slang-shaders/crt/shaders/mame_hlsl/shaders/mame_prescale.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
} params;
#include "mame_parameters.inc"
vec4 u_tex_size0 = params.SourceSize;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 v_texcoord0;
void main()
{
gl_Position = global.MVP * Position;
v_texcoord0 = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 v_texcoord0;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define s_tex Source
#define v_color0 vec4(1.,1.,1.,1.)
void main()
{
vec2 Scale = (global.prescale * u_tex_size0.xy) / u_source_dims.xy;
vec2 TexelDims = v_texcoord0.xy * u_source_dims.xy;
vec2 i = floor(TexelDims);
vec2 s = fract(TexelDims);
// Figure out where in the texel to sample to get the correct pre-scaled bilinear.
vec2 CenterDistance = s - 0.5;
vec2 RegionRange = 0.5 - 0.5 / Scale;
vec2 f = (CenterDistance - clamp(CenterDistance, -RegionRange, RegionRange)) * Scale + 0.5;
vec2 TexCoord = (i + f) / u_source_dims.xy;
FragColor = texture(s_tex, TexCoord.xy) * v_color0;
}