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Add Slang ports of the auto-box shaders
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auto-box/box-center.slang
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auto-box/box-center.slang
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#version 450
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/*
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Box Center Shader
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Centers pre-scaled output into the viewport, to prevent unintentional non-integer scaling. Maintains 1x scale of the input.
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Author: Themaister
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License: Public domain
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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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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{
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gl_Position = global.MVP * Position;
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vec2 box_scale = vec2(1.0);
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vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
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vec2 middle = vec2(0.5);
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vec2 diff = TexCoord - middle;
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vTexCoord = middle + diff * scale;
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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 Source;
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void main()
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{
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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}
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54
auto-box/box-max.slang
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54
auto-box/box-max.slang
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#version 450
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/*
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Box Max Shader
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Automatically scales output to the maximum integer scale possible.
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Author: Themaister
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License: Public domain
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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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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float min(vec2 x)
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{
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if (x.x > x.y)
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return x.y;
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else
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return x.x;
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}
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 box_scale = floor(global.OutputSize.xy / global.SourceSize.xy);
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box_scale = vec2(min(box_scale), min(box_scale));
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vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
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vec2 middle = vec2(0.5);
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vec2 diff = TexCoord - middle;
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vTexCoord = middle + diff * scale;
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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 Source;
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void main()
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{
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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}
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50
auto-box/box.slang
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50
auto-box/box.slang
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#version 450
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/*
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Box Shader
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Scales output according to the scale factor parameters.
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Author: Themaister
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License: Public domain
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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mat4 MVP;
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float x_scale;
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float y_scale;
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} global;
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#pragma parameter x_scale "X Scale" 3.0 1.0 100.0 1.0
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#pragma parameter y_scale "Y Scale" 3.0 1.0 100.0 1.0
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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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{
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gl_Position = global.MVP * Position;
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vec2 box_scale = vec2(global.x_scale, global.y_scale);
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vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
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vec2 middle = vec2(0.5);
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vec2 diff = TexCoord - middle;
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vTexCoord = middle + diff * scale;
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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 Source;
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void main()
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{
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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}
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