slang-shaders/border/shaders/average_fill/crop_and_sample_common.slang
fishcu e366c7524c
Correctly account for screen rotation in several shaders (#478)
* 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
2023-09-10 09:15:41 -05:00

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// See compose.slang for copyright and other information.
#include "../../../misc/shaders/scaling.slang"
#include "parameters.slang"
layout(push_constant) uniform Push {
vec4 InputSize;
uint Rotation;
float OS_CROP_TOP;
float OS_CROP_BOTTOM;
float OS_CROP_LEFT;
float OS_CROP_RIGHT;
float SAMPLE_SIZE;
}
param;
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;
void main() {
gl_Position = global.MVP * Position;
const vec4 rotated_crop =
get_rotated_crop(vec4(param.OS_CROP_TOP, param.OS_CROP_LEFT,
param.OS_CROP_BOTTOM, param.OS_CROP_RIGHT),
param.Rotation);
const vec4 effective_corners =
get_effective_corners(rotated_crop, param.InputSize, param.SAMPLE_SIZE);
vTexCoord = mix(effective_corners.xy, effective_corners.zw, TexCoord);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Input;
void main() { FragColor = vec4(texture(Input, vTexCoord).rgb, 1.0); }