66 lines
1.6 KiB
GLSL
66 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 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 screen_coord;
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void main()
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{
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gl_Position = global . MVP * Position;
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vec2 corrected_size = vec2(params . in_res_x, params . in_res_y);
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vec2 scale =(params . OutputSize . xy / corrected_size)/ params . box_scale;
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vec2 middle = vec2(params . location_x, params . location_y);
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vec2 diff = TexCoord . xy - middle;
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screen_coord = middle + diff * scale;
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middle = vec2(0.4999, 0.4999);
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vTexCoord = middle + diff * vec2(params . border_zoom_x, params . border_zoom_y);
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}
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