RetroArch-Wii-U-Slang-Shaders/border/shaders/imgborder-sgb.ppslang
2020-04-26 18:03:54 -05:00

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2.6 KiB
Text

#version 450
#extension GL_GOOGLE_include_directive : enable
#line 1 "../../../slang-shaders/border/shaders/imgborder-sgb.slang"
#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
#line 1 "../../../slang-shaders/border/shaders/imgborder.inc"
layout(push_constant)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, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
#pragma stagevertex
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);
}
#pragma stagefragment
layout(location = 0)in vec2 vTexCoord;
layout(location = 1)in vec2 screen_coord;
layout(location = 0)out vec4 FragColor;
layout(set = 0, binding = 2)uniform sampler2D Source;
layout(set = 0, binding = 3)uniform sampler2D Original;
layout(set = 0, binding = 4)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));
}
#line 13 "../../../slang-shaders/border/shaders/imgborder-sgb.slang"