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