slang-shaders/handheld/console-border/shader-files/gb-pass-5.slang
2024-01-17 22:32:52 +00:00

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 SourceSize;
vec4 OriginalSize;
float video_scale;
float border_texture_scale;
float border_brightness;
} params;
#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
#pragma parameter border_texture_scale "Border Scale" 4.0 1.0 20.0 0.005
#pragma parameter border_brightness "Border Brightness" 1.0 0.0 1.0 0.01
vec2 middle = vec2(0.5, 0.5);
vec2 border_scale = vec2(3200, 1600) * params.video_scale / params.border_texture_scale;
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 vec2 tex_border;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord.xy;
vec2 diff = TexCoord.xy - middle;
tex_border = middle + diff * params.OutputSize.xy / border_scale;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 tex_border;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D BORDER;
void main()
{
vec4 frame = texture(Source, vTexCoord).rgba;
vec4 border = texture(BORDER, tex_border).rgba;
FragColor = vec4(mix(frame, border * params.border_brightness, border.a));
}