RetroArch-Wii-U-Slang-Shaders/auto-box/box-max.ppslang
2020-04-26 18:03:54 -05:00

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Text

#version 450
layout(std140, set = 0, binding = 0)uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
mat4 MVP;
} global;
#pragma stagevertex
layout(location = 0)in vec4 Position;
layout(location = 1)in vec2 TexCoord;
layout(location = 0)out vec2 vTexCoord;
float min(vec2 x)
{
if(x . x > x . y)
return x . y;
else
return x . x;
}
void main()
{
gl_Position = global . MVP * Position;
vec2 box_scale = floor(global . OutputSize . xy / global . SourceSize . xy);
box_scale = vec2(min(box_scale), min(box_scale));
vec2 scale =(global . OutputSize . xy / global . SourceSize . xy)/ box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
}
#pragma stagefragment
layout(location = 0)in vec2 vTexCoord;
layout(location = 0)out vec4 FragColor;
layout(set = 0, binding = 2)uniform sampler2D Source;
void main()
{
FragColor = vec4(texture(Source, vTexCoord). rgb, 1.0);
}