slang-shaders/handheld/shaders/ds-hybrid-view.slang
2021-09-02 22:26:15 -05:00

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#version 450
// DS Hybrid View
// by hunterk
// additional modifications by Dranyth
// license: public domain
//
// This shader requires 16:9 aspect ratio forced in Video > Scaling
// and integer scaling OFF
// Set the Screen Layout to top/bottom
// A Screen Gap value can be set in the emulator to prevent
// effects from bleeding across the division of the two screens
// The Screen Gap itself will be compensated for and removed from the final output
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
float screen_toggle;
float show_both_screens;
float filter_small;
} params;
#pragma parameter bogus_ds_hybrid_view "[ DS Hybrid View Settings ]:" 0.0 0.0 0.0 0.0
#pragma parameter screen_toggle " Large Screen Toggle" 0.0 0.0 1.0 1.0
#pragma parameter show_both_screens " Show Both Small Screens" 1.0 0.0 1.0 1.0
#pragma parameter filter_small " Filter Small Screens" 1.0 0.0 1.0 1.0
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 ScaledScreenGap;
layout(location = 2) out float HalfScaledScreenGap;
layout(location = 3) out float VerticalAlignmentAdjustment;
void main()
{
gl_Position = (global.MVP * Position);
// screen gap setting increases fb size; modulo at original res to compensate
float screen_gap = mod(params.OriginalSize.y, 192.0);
ScaledScreenGap = screen_gap * params.OriginalSize.w;
HalfScaledScreenGap = (screen_gap * 0.5) * params.OriginalSize.w;
VerticalAlignmentAdjustment = -0.25 + ((screen_gap * 0.5) * params.OutputSize.w);
vTexCoord = TexCoord * 1.00001;
vTexCoord *= vec2(1.333, 0.5 - HalfScaledScreenGap);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float ScaledScreenGap;
layout(location = 2) in float HalfScaledScreenGap;
layout(location = 3) in float VerticalAlignmentAdjustment;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Original;
layout(set = 0, binding = 3) uniform sampler2D Source;
vec2 ignoreScreenGap(vec2 coord)
{
return (coord.y > 0.5 - HalfScaledScreenGap) ? coord + vec2(0., ScaledScreenGap) : coord;
}
float showWhichScreens(float yCoord)
{
return (params.show_both_screens > 0.5) ? 1. : ((params.screen_toggle > 0.5) ? ceil((0.5 - HalfScaledScreenGap) - yCoord) : floor((0.5 + HalfScaledScreenGap) + yCoord));
}
void main()
{
vec2 bigCoord = vTexCoord + vec2(0., (params.screen_toggle > 0.5) ? 0.5 + HalfScaledScreenGap : 0.);
vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., VerticalAlignmentAdjustment);
FragColor = texture(Source, bigCoord);
FragColor += ((params.filter_small > 0.5) ? texture(Source, ignoreScreenGap(smallCoord)) : texture(Original, ignoreScreenGap(smallCoord))) * vec4(showWhichScreens(smallCoord.y));
}