#version 150 #define float2 vec2 #define float3 vec3 #define float4 vec4 #pragma parameterbox_scale¡1.01.010.01.0 #pragma parameterlocation_x¡0.50.01.00.05 #pragma parameterlocation_y¡0.50.01.00.05 #pragma parameterin_res_x¡160.0100.0600.01.0 #pragma parameterin_res_y¡144.064.0512.01.0 #pragma parameterborder_on_top¡1.00.01.01.0 #pragma parameterborder_zoom_x¡1.00.04.00.01 #pragma parameterborder_zoom_y¡1.00.04.00.01 uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float box_scale; float location_x; float location_y; float in_res_x; float in_res_y; float border_on_top; float border_zoom_x; float border_zoom_y; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; }params; #pragma parameterOS_MASK_TOP¡0.00.01.00.01 #pragma parameterOS_MASK_BOTTOM¡0.00.01.00.01 #pragma parameterOS_MASK_LEFT¡0.00.01.00.01 #pragma parameterOS_MASK_RIGHT¡0.00.01.00.01 layout(std140) uniform UBO { mat4 MVP; }global; layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 screen_coord; layout(location = 0) out vec4 FragColor; uniform sampler2D Source; uniform sampler2D Original; uniform sampler2D BORDER; void main() { vec4 screen = texture(Source, screen_coord); vec4 background = vec4(texture(BORDER, vTexCoord)); 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) background . a *= 0.0; FragColor = vec4(mix(screen, background, background . a)); }