RetroArch-Wii-U-Slang-Shaders/border/shaders/ambient-glow.vert
2020-04-26 18:03:54 -05:00

68 lines
2 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float integer_scale;
float overscale;
float effect;
float scanline_toggle;
float SCANLINE_BASE_BRIGHTNESS;
float SCANLINE_SINE_COMP_A;
float SCANLINE_SINE_COMP_B;
float interp_toggle;
float OS_MASK_TOP;
float OS_MASK_BOTTOM;
float OS_MASK_LEFT;
float OS_MASK_RIGHT;
float aspect_x;
float aspect_y;
}params;
layout(std140) uniform UBO
{
mat4 MVP;
}global;
#pragma parametereffect¡1.00.13.00.1
#pragma parameteraspect_x¡64.01.0256.1.0
#pragma parameteraspect_y¡49.01.0256.1.0
#pragma parameterinteger_scale¡1.00.01.01.0
#pragma parameteroverscale¡0.00.01.01.0
#pragma parameterinterp_toggle¡0.00.01.01.0
#pragma parameterscanline_toggle¡0.00.01.01.0
#pragma parameterSCANLINE_BASE_BRIGHTNESS¡0.950.01.00.01
#pragma parameterSCANLINE_SINE_COMP_A¡0.000.00.100.01
#pragma parameterSCANLINE_SINE_COMP_B¡0.150.01.00.05
#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(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 border_coord;
layout(location = 1) out vec2 screen_coord;
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;
screen_coord = middle + diff * scale;
border_coord = TexCoord . xy;
}