forked from Mirror/Ryujinx
26 lines
No EOL
676 B
GLSL
26 lines
No EOL
676 B
GLSL
#version 330 core
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precision highp float;
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uniform vec2 window_size;
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uniform mat2 transform;
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec2 in_tex_coord;
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out vec2 tex_coord;
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// Have a fixed aspect ratio, fit the image within the available space.
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vec2 get_scale_ratio(void) {
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vec2 native_size = vec2(1280, 720);
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vec2 ratio = vec2(
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(window_size.y * native_size.x) / (native_size.y * window_size.x),
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(window_size.x * native_size.y) / (native_size.x * window_size.y)
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);
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return min(ratio, 1);
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}
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void main(void) {
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tex_coord = in_tex_coord;
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gl_Position = vec4((transform * in_position) * get_scale_ratio(), 0, 1);
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} |