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

48 lines
803 B
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
layout(std140) uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
mat4 MVP;
}global;
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;
}