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https://github.com/libretro/slang-shaders.git
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54 lines
1.4 KiB
Plaintext
54 lines
1.4 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 SourceSize;
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vec4 OriginalSize;
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float video_scale;
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float border_texture_scale;
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float border_brightness;
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} params;
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#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
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#pragma parameter border_texture_scale "Border Scale" 4.0 1.0 20.0 0.005
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#pragma parameter border_brightness "Border Brightness" 1.0 0.0 1.0 0.01
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vec2 middle = vec2(0.5, 0.5);
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vec2 border_scale = vec2(3200, 1600) * params.video_scale / params.border_texture_scale;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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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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layout(location = 1) out vec2 tex_border;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord.xy;
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vec2 diff = TexCoord.xy - middle;
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tex_border = middle + diff * params.OutputSize.xy / border_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 = 1) in vec2 tex_border;
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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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layout(set = 0, binding = 3) uniform sampler2D BORDER;
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void main()
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{
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vec4 frame = texture(Source, vTexCoord).rgba;
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vec4 border = texture(BORDER, tex_border).rgba;
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FragColor = vec4(mix(frame, border * params.border_brightness, border.a));
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}
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