1#version 450
2
3layout(push_constant) uniform Push
4{
5  vec4 SourceSize;
6  vec4 OriginalSize;
7  vec4 OutputSize;
8  uint FrameCount;
9} params;
10
11layout(std140, set = 0, binding = 0) uniform UBO
12{
13  mat4 MVP;
14} global;
15
16#pragma stage vertex
17layout(location = 0) in vec4 Position;
18layout(location = 1) in vec2 TexCoord;
19layout(location = 0) out float vU;
20layout(location = 1) out float vY;
21
22void main()
23{
24  gl_Position = global.MVP * Position;
25  vU = TexCoord.x;
26  vY = (TexCoord.y * params.OutputSize.y) -
27       round((params.OutputSize.y - params.SourceSize.y) / 2.0);
28}
29
30#pragma stage fragment
31layout(location = 0) in float vU;
32layout(location = 1) in float vY;
33layout(location = 0) out vec4 FragColor;
34layout(set = 0, binding = 2) uniform sampler2D Source;
35
36void main()
37{
38  float clip0 = (sign(vY) + 1.0) / 2.0;
39  float clipH = (sign(params.SourceSize.y - vY) + 1.0) / 2.0;
40  vec3 col = texture(Source, vec2(vU, vY / params.SourceSize.y)).rgb;
41  FragColor = vec4(clip0 * clipH * col, 1.0);
42}
43