#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¡240.0100.0600.01.0 #pragma parameterin_res_y¡160.064.0512.01.0 #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 vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 screen_coord; void main() { gl_Position = global . MVP * Position; vec2 corrected_size = vec2(params . in_res_x, params . in_res_y); vec2 scale =(params . OutputSize . xy / corrected_size)/ params . box_scale; vec2 middle = vec2(params . location_x, params . location_y); vec2 diff = TexCoord . xy - middle; screen_coord = middle + diff * scale; middle = vec2(0.4999, 0.4999); vTexCoord = middle + diff * vec2(params . border_zoom_x, params . border_zoom_y); }