#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex 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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #pragma parameter cornersize "Corner Size" 0.030000 0.001000 0.200000 0.005000 #pragma parameter cornersmooth "Corner Smoothness" 1000.0 80.0 2000.0 100.0 const vec2 corner_aspect = vec2(1.0, 0.75); float corner(vec2 coord) { coord = (coord - vec2(0.5)) + vec2(0.5, 0.5); coord = min(coord, vec2(1.0) - coord) * corner_aspect; vec2 cdist = vec2(cornersize); coord = (cdist - min(coord, cdist)); float dist = sqrt(dot(coord, coord)); return clamp((cdist.x - dist) * cornersmooth, 0.0, 1.0); } void main() { vec3 res = texture(Source, vTexCoord).rgb; res *= corner(vTexCoord); FragColor = vec4(res, 1.0); }