RetroArch-Wii-U-Slang-Shaders/quad/shaders/biquad.vert
2020-04-26 18:03:54 -05:00

92 lines
974 B
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float K;
}params;
#pragma parameterK¡0.80.01.00.01
layout(std140) uniform UBO
{
mat4 MVP;
}global;
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v, v));
}
vec3 resampler(vec3 x)
{
vec3 res;
res = lessThanEqual(x, vec3(0.5, 0.5, 0.5))== bvec3(true)?(- 2 * params . K * x * x + 0.5 *(params . K + 1)):(lessThanEqual(x, vec3(1.5, 1.5, 1.5))== bvec3(true)?(params . K * x * x +(- 2 * params . K - 0.5)* x + 0.75 *(params . K + 1)): vec3(0.00001, 0.00001, 0.00001));
return res;
}
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global . MVP * Position;
vTexCoord = TexCoord;
}