#version 450 layout(push_constant)uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float aspect_x; float aspect_y; float border_zoom; float BRIGHTNESS; float integer_scale; float overscale; float scanline_toggle; float interp_toggle; float THICKNESS; float DARKNESS; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; } params; #pragma parameteraspect_x¡64.01.0256.1.0 #pragma parameteraspect_y¡49.01.0256.1.0 #pragma parameterborder_zoom¡1.50.5100.5 #pragma parameterBRIGHTNESS¡0.0-1.01.00.05 #pragma parameterinteger_scale¡1.00.01.01.0 #pragma parameteroverscale¡0.00.01.01.0 #pragma parameterscanline_toggle¡0.00.01.01.0 #pragma parameterinterp_toggle¡0.00.01.01.0 #pragma parameterTHICKNESS¡2.01.012.01.0 #pragma parameterDARKNESS¡0.350.01.00.05 #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(std140, set = 0, binding = 0)uniform UBO { mat4 MVP; } global; #pragma stagevertex 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; 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; vTexCoord = middle + diff * scale; vec2 zoom_coord =(((TexCoord . xy - middle)/ params . border_zoom)* vec2(params . OutputSize . x / params . OutputSize . y, 1.0) / vec2(params . aspect_x / params . aspect_y, 1.0))+ middle; tex_border = zoom_coord; } #pragma stagefragment 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 Reference; vec4 scanlines(vec4 frame, vec2 coord, vec2 texture_size, vec2 video_size, vec2 output_size) { float lines = fract(coord . y * texture_size . y); float scale_factor = floor((output_size . y / video_size . y)+ 0.4999); float lightness = 1.0 - params . DARKNESS; return(params . scanline_toggle > 0.5 &&(lines <(1.0 / scale_factor * params . THICKNESS))) ? frame * vec4(lightness, lightness, lightness, lightness): frame; } vec2 interp_coord(vec2 coord, vec2 texture_size) { vec2 p = coord . xy; p = p * texture_size . xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; f = f * f * f * f *(f *(f *(- 20.0 * f + vec2(70.0, 70.0))- vec2(84.0, 84.0))+ vec2(35.0, 35.0)); p = i + f; p =(p - vec2(0.5, 0.5))* 1.0 / texture_size; return p; } vec4 border(vec2 texture_size, vec2 video_size, vec2 output_size, float frame_count, vec2 tex, sampler2D decal, vec2 tex_border, sampler2D ORIG) { vec4 effect = texture(decal, tex_border); effect += vec4(vec3(params . BRIGHTNESS), effect . w); vec2 coord =(params . interp_toggle < 0.5)? tex : interp_coord(tex, texture_size); vec4 frame = texture(ORIG, coord); frame = scanlines(frame, tex, texture_size, video_size, output_size); vec2 fragcoord =(coord . xy); if(fragcoord . x < 1.0 - params . OS_MASK_RIGHT && fragcoord . x > 0.0 + params . OS_MASK_LEFT && fragcoord . y < 1.0 - params . OS_MASK_BOTTOM && fragcoord . y > 0.0 + params . OS_MASK_TOP) return frame; else return effect; } void main() { FragColor = border(params . SourceSize . xy, params . SourceSize . xy, params . OutputSize . xy, float(params . FrameCount), vTexCoord, Source, tex_border, Reference); }