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jinx/Ryujinx.Graphics/Gal/OpenGL/FbVtxShader.glsl

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GLSL

#version 330 core
precision highp float;
uniform vec2 window_size;
uniform mat2 transform;
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_tex_coord;
out vec2 tex_coord;
// Have a fixed aspect ratio, fit the image within the available space.
vec2 get_scale_ratio(void) {
vec2 native_size = vec2(1280, 720);
vec2 ratio = vec2(
(window_size.y * native_size.x) / (native_size.y * window_size.x),
(window_size.x * native_size.y) / (native_size.x * window_size.y)
);
return min(ratio, 1);
}
void main(void) {
tex_coord = in_tex_coord;
gl_Position = vec4((transform * in_position) * get_scale_ratio(), 0, 1);
}