#version 150 #define float2 vec2 #define float3 vec3 #define float4 vec4 uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float integer_scale; float overscale; float effect; float scanline_toggle; float SCANLINE_BASE_BRIGHTNESS; float SCANLINE_SINE_COMP_A; float SCANLINE_SINE_COMP_B; float interp_toggle; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; float aspect_x; float aspect_y; }params; layout(std140) uniform UBO { mat4 MVP; }global; #pragma parametereffect¡1.00.13.00.1 #pragma parameteraspect_x¡64.01.0256.1.0 #pragma parameteraspect_y¡49.01.0256.1.0 #pragma parameterinteger_scale¡1.00.01.01.0 #pragma parameteroverscale¡0.00.01.01.0 #pragma parameterinterp_toggle¡0.00.01.01.0 #pragma parameterscanline_toggle¡0.00.01.01.0 #pragma parameterSCANLINE_BASE_BRIGHTNESS¡0.950.01.00.01 #pragma parameterSCANLINE_SINE_COMP_A¡0.000.00.100.01 #pragma parameterSCANLINE_SINE_COMP_B¡0.150.01.00.05 #pragma parameterOS_MASK_TOP¡0.00.01.00.005 #pragma parameterOS_MASK_BOTTOM¡0.00.01.00.005 #pragma parameterOS_MASK_LEFT¡0.00.01.00.005 #pragma parameterOS_MASK_RIGHT¡0.00.01.00.005 layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 border_coord; layout(location = 1) out vec2 screen_coord; void main() { gl_Position = global . MVP * Position; vec2 out_res = params . OutputSize . xy; vec2 corrected_size = params . SourceSize . xy * vec2(params . aspect_x / params . aspect_y, 1.0) * vec2(params . SourceSize . y / params . SourceSize . x, 1.0); float full_scale =(params . integer_scale > 0.5)? floor(params . OutputSize . y / params . SourceSize . y)+ params . overscale : params . OutputSize . y / params . SourceSize . y; vec2 scale =(params . OutputSize . xy / corrected_size)/ full_scale; vec2 middle = vec2(0.49999, 0.49999); vec2 diff = TexCoord . xy - middle; screen_coord = middle + diff * scale; border_coord = TexCoord . xy; }