- -- Second input is positioned (16,48) from the bottom-right.
- local width1 = round(384 * screen_width/1280.0)
- local height1 = round(216 * screen_height/720.0)
-
- local bottom1 = screen_height - 48 * screen_height/720.0
- local right1 = screen_width - 16 * screen_width/1280.0
- local top1 = bottom1 - height1
- local left1 = right1 - width1
-
- -- Interpolate between the fullscreen and side-by-side views.
- local scale0, tx0, tx0
- if zoom_poi == 0 then
- local new_left0 = lerp(left0, 0, t)
- local new_right0 = lerp(right0, screen_width, t)
- local new_top0 = lerp(top0, 0, t)
- local new_bottom0 = lerp(bottom0, screen_height, t)
-
- scale0 = (new_right0 - new_left0) / width0 -- Same vertically and horizonally.
- tx0 = new_left0 - left0 * scale0
- ty0 = new_top0 - top0 * scale0
+ -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
+ place_rectangle_with_affine(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height)
+ place_rectangle_with_affine(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height)
+end
+
+-- Find the transformation that changes the first rectangle to the second one.
+function find_affine_param(a, b)
+ local sx = (b.x1 - b.x0) / (a.x1 - a.x0)
+ local sy = (b.y1 - b.y0) / (a.y1 - a.y0)
+ return {
+ sx = sx,
+ sy = sy,
+ tx = b.x0 - a.x0 * sx,
+ ty = b.y0 - a.y0 * sy
+ }
+end
+
+function place_rectangle_with_affine(resample_effect, resize_effect, padding_effect, pos, aff, screen_width, screen_height, input_width, input_height)
+ local x0 = pos.x0 * aff.sx + aff.tx
+ local x1 = pos.x1 * aff.sx + aff.tx
+ local y0 = pos.y0 * aff.sy + aff.ty
+ local y1 = pos.y1 * aff.sy + aff.ty
+
+ place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height)
+end
+
+function set_neutral_color(effect, color)
+ effect:set_vec3("neutral_color", color[1], color[2], color[3])
+end
+
+function set_neutral_color_from_signal(state, effect, signal)
+ if is_plain_signal(signal) then
+ set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1])
+ end
+end
+
+function calc_zoom_progress(state, t)
+ if t < state.transition_start then
+ return 0.0
+ elseif t > state.transition_end then
+ return 1.0