1#version 450
2
3//	DS Hybrid View
4//	by hunterk
5//	license: public domain
6//
7//	This shader requires 16:9 aspect ratio
8//	and integer scaling OFF
9
10layout(push_constant) uniform Push
11{
12	vec4 SourceSize;
13	vec4 OriginalSize;
14	vec4 OutputSize;
15	uint FrameCount;
16	float screen_toggle;
17	float aspect_correction;
18	float filter_small;
19} params;
20
21#pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5
22#pragma parameter aspect_correction "Aspect Correction" 1.0 0.5 5.0 0.01
23#pragma parameter filter_small "Filter Small Screen" 1.0 0.0 1.0 1.0
24
25layout(std140, set = 0, binding = 0) uniform UBO
26{
27	mat4 MVP;
28} global;
29
30#pragma stage vertex
31layout(location = 0) in vec4 Position;
32layout(location = 1) in vec2 TexCoord;
33layout(location = 0) out vec2 vTexCoord;
34
35void main()
36{
37	vec2 video_scale = floor(params.SourceSize.zw * params.OutputSize.xy);
38	vec2 integer_scale = video_scale * params.SourceSize.xy;
39	gl_Position = (global.MVP * Position);
40	vTexCoord = TexCoord * 1.00001;
41	vTexCoord *= vec2(1.333,0.5);
42}
43
44#pragma stage fragment
45layout(location = 0) in vec2 vTexCoord;
46layout(location = 1) in float video_scale;
47layout(location = 0) out vec4 FragColor;
48layout(set = 0, binding = 2) uniform sampler2D Original;
49layout(set = 0, binding = 3) uniform sampler2D Source;
50
51void main()
52{
53	vec2 bigCoord = vTexCoord + vec2(0., 0. + params.screen_toggle);
54	vec2 smallCoord = vTexCoord * vec2(3.) + vec2(-3., 0.);
55	FragColor = texture(Source, bigCoord);
56	FragColor += (params.filter_small > 0.5) ? texture(Source, smallCoord) : texture(Original, smallCoord);
57}
58