65 lines
1.6 KiB
GLSL
65 lines
1.6 KiB
GLSL
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#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#pragma parameterbox_scale<6C>1.01.010.01.0
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#pragma parameterlocation_x<5F>0.50.01.00.05
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#pragma parameterlocation_y<5F>0.50.01.00.05
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#pragma parameterin_res_x<5F>240.0100.0600.01.0
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#pragma parameterin_res_y<5F>160.064.0512.01.0
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#pragma parameterborder_on_top<6F>1.00.01.01.0
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#pragma parameterborder_zoom_x<5F>1.00.04.00.01
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#pragma parameterborder_zoom_y<5F>1.00.04.00.01
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uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float box_scale;
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float location_x;
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float location_y;
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float in_res_x;
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float in_res_y;
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float border_on_top;
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float border_zoom_x;
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float border_zoom_y;
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float OS_MASK_TOP;
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float OS_MASK_BOTTOM;
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float OS_MASK_LEFT;
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float OS_MASK_RIGHT;
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}params;
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#pragma parameterOS_MASK_TOP<4F>0.00.01.00.01
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#pragma parameterOS_MASK_BOTTOM<4F>0.00.01.00.01
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#pragma parameterOS_MASK_LEFT<46>0.00.01.00.01
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#pragma parameterOS_MASK_RIGHT<48>0.00.01.00.01
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 screen_coord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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uniform sampler2D Original;
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uniform sampler2D BORDER;
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void main()
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{
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vec4 screen = texture(Source, screen_coord);
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vec4 background = vec4(texture(BORDER, vTexCoord));
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if(screen_coord . x < 0.9999 - params . OS_MASK_RIGHT && screen_coord . x > 0.0001 + params . OS_MASK_LEFT && screen_coord . y < 0.9999 - params . OS_MASK_BOTTOM && screen_coord . y > 0.0001 + params . OS_MASK_TOP && params . border_on_top > 0.5)
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background . a *= 0.0;
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FragColor = vec4(mix(screen, background, background . a));
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}
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