slang-shaders/handheld/shaders/ds-hybrid-view.slang
2016-10-19 22:30:27 -05:00

54 lines
1.4 KiB
Plaintext
Executable file

#version 450
// DS Hybrid View
// by hunterk
// license: public domain
//
// This shader requires 16:9 aspect ratio
// and integer scaling OFF
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float screen_toggle;
float aspect_correction;
} params;
#pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5
#pragma parameter aspect_correction "Aspect Correction" 1.0 0.5 5.0 0.01
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 float video_scale;
void main()
{
video_scale = floor(params.SourceSize.w * params.OutputSize.y);
vec2 integer_scale = video_scale * params.SourceSize.xy;
gl_Position = (global.MVP * Position);
vTexCoord = TexCoord * (params.OutputSize.xy / vec2(integer_scale)) * vec2(params.aspect_correction, 1.0);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float video_scale;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 bigCoord = vTexCoord * vec2(0.3570) + vec2(0.0, 0.0 + params.screen_toggle);
vec2 smallCoord = vTexCoord * vec2(1.05,1.00) + vec2(-2.94, -0.2);
FragColor = texture(Source, bigCoord) + texture(Source, smallCoord);
}