85 lines
2.6 KiB
Text
85 lines
2.6 KiB
Text
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#line 1 "../../../slang-shaders/border/shaders/imgborder-sgb.slang"
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#pragma parameterbox_scale¡1.01.010.01.0
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#pragma parameterlocation_x¡0.50.01.00.05
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#pragma parameterlocation_y¡0.50.01.00.05
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#pragma parameterin_res_x¡160.0100.0600.01.0
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#pragma parameterin_res_y¡144.064.0512.01.0
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#pragma parameterborder_on_top¡1.00.01.01.0
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#pragma parameterborder_zoom_x¡1.00.04.00.01
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#pragma parameterborder_zoom_y¡1.00.04.00.01
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#line 1 "../../../slang-shaders/border/shaders/imgborder.inc"
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layout(push_constant)uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float box_scale;
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float location_x;
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float location_y;
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float in_res_x;
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float in_res_y;
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float border_on_top;
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float border_zoom_x;
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float border_zoom_y;
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float OS_MASK_TOP;
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float OS_MASK_BOTTOM;
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float OS_MASK_LEFT;
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float OS_MASK_RIGHT;
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} params;
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#pragma parameterOS_MASK_TOP¡0.00.01.00.01
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#pragma parameterOS_MASK_BOTTOM¡0.00.01.00.01
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#pragma parameterOS_MASK_LEFT¡0.00.01.00.01
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#pragma parameterOS_MASK_RIGHT¡0.00.01.00.01
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layout(std140, set = 0, binding = 0)uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stagevertex
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layout(location = 0)in vec4 Position;
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layout(location = 1)in vec2 TexCoord;
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layout(location = 0)out vec2 vTexCoord;
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layout(location = 1)out vec2 screen_coord;
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void main()
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{
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gl_Position = global . MVP * Position;
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vec2 corrected_size = vec2(params . in_res_x, params . in_res_y);
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vec2 scale =(params . OutputSize . xy / corrected_size)/ params . box_scale;
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vec2 middle = vec2(params . location_x, params . location_y);
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vec2 diff = TexCoord . xy - middle;
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screen_coord = middle + diff * scale;
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middle = vec2(0.4999, 0.4999);
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vTexCoord = middle + diff * vec2(params . border_zoom_x, params . border_zoom_y);
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}
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#pragma stagefragment
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layout(location = 0)in vec2 vTexCoord;
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layout(location = 1)in vec2 screen_coord;
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layout(location = 0)out vec4 FragColor;
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layout(set = 0, binding = 2)uniform sampler2D Source;
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layout(set = 0, binding = 3)uniform sampler2D Original;
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layout(set = 0, binding = 4)uniform sampler2D BORDER;
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void main()
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{
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vec4 screen = texture(Source, screen_coord);
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vec4 background = vec4(texture(BORDER, vTexCoord));
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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)
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background . a *= 0.0;
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FragColor = vec4(mix(screen, background, background . a));
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}
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#line 13 "../../../slang-shaders/border/shaders/imgborder-sgb.slang"
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