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

66 lines
1.6 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
#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
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) uniform UBO
{
mat4 MVP;
}global;
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);
}