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https://github.com/italicsjenga/slang-shaders.git
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e366c7524c
* Refactor scaling into include library Add separate H and V integer scale forcing Fix blur_fill; average fill still TODO Clean up and fix blur_fill; Initial docs; Avg fill TODO Mostly fix avg. fill; sampling TODO; Bump versions, add docs Fix H/V extension; Tweak default params Fix avg. fill Remove defines, create functions Reorder params Clean up Fix pixel_aa subpx sampling with rotation * Minor docs fix
42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
// See compose.slang for copyright and other information.
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#include "../../../misc/shaders/scaling.slang"
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#include "parameters.slang"
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layout(push_constant) uniform Push {
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vec4 InputSize;
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uint Rotation;
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float OS_CROP_TOP;
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float OS_CROP_BOTTOM;
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float OS_CROP_LEFT;
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float OS_CROP_RIGHT;
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float SAMPLE_SIZE;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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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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void main() {
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gl_Position = global.MVP * Position;
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const vec4 rotated_crop =
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get_rotated_crop(vec4(param.OS_CROP_TOP, param.OS_CROP_LEFT,
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param.OS_CROP_BOTTOM, param.OS_CROP_RIGHT),
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param.Rotation);
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const vec4 effective_corners =
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get_effective_corners(rotated_crop, param.InputSize, param.SAMPLE_SIZE);
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vTexCoord = mix(effective_corners.xy, effective_corners.zw, TexCoord);
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Input;
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void main() { FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0); }
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